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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs8659
1 files changed, 4327 insertions, 4332 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index fc8e0d7..3154872 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1,4332 +1,4327 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml; 29using System.Xml;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Reflection; 31using System.Reflection;
32using System.Timers; 32using System.Timers;
33using OpenMetaverse; 33using OpenMetaverse;
34using log4net; 34using log4net;
35using OpenSim.Framework; 35using OpenSim.Framework;
36using OpenSim.Framework.Client; 36using OpenSim.Framework.Client;
37using OpenSim.Region.Framework.Interfaces; 37using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes.Animation; 38using OpenSim.Region.Framework.Scenes.Animation;
39using OpenSim.Region.Framework.Scenes.Types; 39using OpenSim.Region.Framework.Scenes.Types;
40using OpenSim.Region.Physics.Manager; 40using OpenSim.Region.Physics.Manager;
41using GridRegion = OpenSim.Services.Interfaces.GridRegion; 41using GridRegion = OpenSim.Services.Interfaces.GridRegion;
42using OpenSim.Services.Interfaces; 42using OpenSim.Services.Interfaces;
43 43
44namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
45{ 45{
46 enum ScriptControlled : uint 46 enum ScriptControlled : uint
47 { 47 {
48 CONTROL_ZERO = 0, 48 CONTROL_ZERO = 0,
49 CONTROL_FWD = 1, 49 CONTROL_FWD = 1,
50 CONTROL_BACK = 2, 50 CONTROL_BACK = 2,
51 CONTROL_LEFT = 4, 51 CONTROL_LEFT = 4,
52 CONTROL_RIGHT = 8, 52 CONTROL_RIGHT = 8,
53 CONTROL_UP = 16, 53 CONTROL_UP = 16,
54 CONTROL_DOWN = 32, 54 CONTROL_DOWN = 32,
55 CONTROL_ROT_LEFT = 256, 55 CONTROL_ROT_LEFT = 256,
56 CONTROL_ROT_RIGHT = 512, 56 CONTROL_ROT_RIGHT = 512,
57 CONTROL_LBUTTON = 268435456, 57 CONTROL_LBUTTON = 268435456,
58 CONTROL_ML_LBUTTON = 1073741824 58 CONTROL_ML_LBUTTON = 1073741824
59 } 59 }
60 60
61 struct ScriptControllers 61 struct ScriptControllers
62 { 62 {
63 public UUID itemID; 63 public UUID itemID;
64 public ScriptControlled ignoreControls; 64 public ScriptControlled ignoreControls;
65 public ScriptControlled eventControls; 65 public ScriptControlled eventControls;
66 } 66 }
67 67
68 public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs); 68 public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs);
69 69
70 public class ScenePresence : EntityBase, ISceneEntity 70 public class ScenePresence : EntityBase, ISceneEntity
71 { 71 {
72// ~ScenePresence() 72// ~ScenePresence()
73// { 73// {
74// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
75// } 75// }
76 76
77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 78
79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
80// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); 80// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
81 private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); 81 private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
82 private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); 82 private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
83 83
84 /// <summary> 84 /// <summary>
85 /// Experimentally determined "fudge factor" to make sit-target positions 85 /// Experimentally determined "fudge factor" to make sit-target positions
86 /// the same as in SecondLife. Fudge factor was tested for 36 different 86 /// the same as in SecondLife. Fudge factor was tested for 36 different
87 /// test cases including prims of type box, sphere, cylinder, and torus, 87 /// test cases including prims of type box, sphere, cylinder, and torus,
88 /// with varying parameters for sit target location, prim size, prim 88 /// with varying parameters for sit target location, prim size, prim
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 90 /// issue #1716
91 /// </summary> 91 /// </summary>
92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL. 93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
95 95
96 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
97 97
98 private ISceneViewer m_sceneViewer; 98 private ISceneViewer m_sceneViewer;
99 99
100 /// <value> 100 /// <value>
101 /// The animator for this avatar 101 /// The animator for this avatar
102 /// </value> 102 /// </value>
103 public ScenePresenceAnimator Animator 103 public ScenePresenceAnimator Animator
104 { 104 {
105 get { return m_animator; } 105 get { return m_animator; }
106 } 106 }
107 protected ScenePresenceAnimator m_animator; 107 protected ScenePresenceAnimator m_animator;
108 108
109 /// <value> 109 /// <value>
110 /// The scene objects attached to this avatar. Do not change this list directly - use methods such as 110 /// The scene objects attached to this avatar. Do not change this list directly - use methods such as
111 /// AddAttachment() and RemoveAttachment(). Lock this list when performing any read operations upon it. 111 /// AddAttachment() and RemoveAttachment(). Lock this list when performing any read operations upon it.
112 /// </value> 112 /// </value>
113 public List<SceneObjectGroup> Attachments 113 public List<SceneObjectGroup> Attachments
114 { 114 {
115 get { return m_attachments; } 115 get { return m_attachments; }
116 } 116 }
117 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 117 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
118 118
119 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>(); 119 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
120 private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO; 120 private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
121 private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO; 121 private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
122 private bool MouseDown = false; 122 private bool MouseDown = false;
123 private SceneObjectGroup proxyObjectGroup; 123 private SceneObjectGroup proxyObjectGroup;
124 //private SceneObjectPart proxyObjectPart = null; 124 //private SceneObjectPart proxyObjectPart = null;
125 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
126 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
127 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
128 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation 129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims 130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
131 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition; 132 private Vector3 m_lastWorldPosition;
133 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
134 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
135 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
136 136
137 private bool m_updateflag; 137 private bool m_updateflag;
138 private byte m_movementflag; 138 private byte m_movementflag;
139 private Vector3? m_forceToApply; 139 private Vector3? m_forceToApply;
140 private uint m_requestedSitTargetID; 140 private uint m_requestedSitTargetID;
141 private UUID m_requestedSitTargetUUID; 141 private UUID m_requestedSitTargetUUID;
142 public bool SitGround = false; 142 public bool SitGround = false;
143 143
144 private SendCourseLocationsMethod m_sendCourseLocationsMethod; 144 private SendCourseLocationsMethod m_sendCourseLocationsMethod;
145 145
146 private bool m_startAnimationSet; 146 private bool m_startAnimationSet;
147 147
148 //private Vector3 m_requestedSitOffset = new Vector3(); 148 //private Vector3 m_requestedSitOffset = new Vector3();
149 149
150 private Vector3 m_LastFinitePos; 150 private Vector3 m_LastFinitePos;
151 151
152 private float m_sitAvatarHeight = 2.0f; 152 private float m_sitAvatarHeight = 2.0f;
153 153
154 private int m_godLevel; 154 private int m_godLevel;
155 private int m_userLevel; 155 private int m_userLevel;
156 156
157 private bool m_invulnerable = true; 157 private bool m_invulnerable = true;
158 158
159 private Vector3 m_lastChildAgentUpdatePosition; 159 private Vector3 m_lastChildAgentUpdatePosition;
160 private Vector3 m_lastChildAgentUpdateCamPosition; 160 private Vector3 m_lastChildAgentUpdateCamPosition;
161 161
162 private int m_perfMonMS; 162 private int m_perfMonMS;
163 163
164 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
165 private bool m_forceFly; 165 private bool m_forceFly;
166 private bool m_flyDisabled; 166 private bool m_flyDisabled;
167 167
168 private float m_speedModifier = 1.0f; 168 private float m_speedModifier = 1.0f;
169 169
170 private Quaternion m_bodyRot= Quaternion.Identity; 170 private Quaternion m_bodyRot= Quaternion.Identity;
171 171
172 private Quaternion m_bodyRotPrevious = Quaternion.Identity; 172 private Quaternion m_bodyRotPrevious = Quaternion.Identity;
173 173
174 private const int LAND_VELOCITYMAG_MAX = 12; 174 private const int LAND_VELOCITYMAG_MAX = 12;
175 175
176 public bool IsRestrictedToRegion; 176 public bool IsRestrictedToRegion;
177 177
178 public string JID = String.Empty; 178 public string JID = String.Empty;
179 179
180 private float m_health = 100f; 180 private float m_health = 100f;
181 181
182 // Default AV Height 182 // Default AV Height
183 private float m_avHeight = 127.0f; 183 private float m_avHeight = 127.0f;
184 184
185 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
186 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
187 187
188 private readonly Vector3[] Dir_Vectors = new Vector3[11]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false; 189 private bool m_isNudging = false;
190 190
191 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
192 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
193 protected Vector3 m_lastCameraCenter; 193 protected Vector3 m_lastCameraCenter;
194 194
195 protected Timer m_reprioritization_timer; 195 protected Timer m_reprioritization_timer;
196 protected bool m_reprioritizing; 196 protected bool m_reprioritizing;
197 protected bool m_reprioritization_called; 197 protected bool m_reprioritization_called;
198 198
199 // Use these three vectors to figure out what the agent is looking at 199 // Use these three vectors to figure out what the agent is looking at
200 // Convert it to a Matrix and/or Quaternion 200 // Convert it to a Matrix and/or Quaternion
201 protected Vector3 m_CameraAtAxis; 201 protected Vector3 m_CameraAtAxis;
202 protected Vector3 m_CameraLeftAxis; 202 protected Vector3 m_CameraLeftAxis;
203 protected Vector3 m_CameraUpAxis; 203 protected Vector3 m_CameraUpAxis;
204 private AgentManager.ControlFlags m_AgentControlFlags; 204 private AgentManager.ControlFlags m_AgentControlFlags;
205 private Quaternion m_headrotation = Quaternion.Identity; 205 private Quaternion m_headrotation = Quaternion.Identity;
206 private byte m_state; 206 private byte m_state;
207 207
208 //Reuse the Vector3 instead of creating a new one on the UpdateMovement method 208 //Reuse the Vector3 instead of creating a new one on the UpdateMovement method
209// private Vector3 movementvector; 209// private Vector3 movementvector;
210 210
211 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
212 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
213 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit 214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
215 215
216 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
217 217
218 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
219 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
220 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); 221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
222 222
223 private bool m_followCamAuto; 223 private bool m_followCamAuto;
224 224
225 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages 226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while 227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for 228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
229 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>(); 230 private List<uint> m_lastColliders = new List<uint>();
231 231
232 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
233 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
234 //***************************************************** 234 //*****************************************************
235 235
236 // Agent's Draw distance. 236 // Agent's Draw distance.
237 protected float m_DrawDistance; 237 protected float m_DrawDistance;
238 238
239 protected AvatarAppearance m_appearance; 239 protected AvatarAppearance m_appearance;
240 240
241 // neighbouring regions we have enabled a child agent in 241 // neighbouring regions we have enabled a child agent in
242 // holds the seed cap for the child agent in that region 242 // holds the seed cap for the child agent in that region
243 private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>(); 243 private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>();
244 244
245 /// <summary> 245 /// <summary>
246 /// Implemented Control Flags 246 /// Implemented Control Flags
247 /// </summary> 247 /// </summary>
248 private enum Dir_ControlFlags 248 private enum Dir_ControlFlags
249 { 249 {
250 DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, 250 DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
251 DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, 251 DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
252 DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, 252 DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
253 DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, 253 DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, 258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, 259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
261 } 261 }
262 262
263 /// <summary> 263 /// <summary>
264 /// Position at which a significant movement was made 264 /// Position at which a significant movement was made
265 /// </summary> 265 /// </summary>
266 private Vector3 posLastSignificantMove; 266 private Vector3 posLastSignificantMove;
267 267
268 // For teleports and crossings callbacks 268 // For teleports and crossings callbacks
269 string m_callbackURI; 269 string m_callbackURI;
270 UUID m_originRegionID; 270 UUID m_originRegionID;
271 271
272 ulong m_rootRegionHandle; 272 ulong m_rootRegionHandle;
273 273
274 /// <value> 274 /// <value>
275 /// Script engines present in the scene 275 /// Script engines present in the scene
276 /// </value> 276 /// </value>
277 private IScriptModule[] m_scriptEngines; 277 private IScriptModule[] m_scriptEngines;
278 278
279 #region Properties 279 #region Properties
280 280
281 /// <summary> 281 /// <summary>
282 /// Physical scene representation of this Avatar. 282 /// Physical scene representation of this Avatar.
283 /// </summary> 283 /// </summary>
284 public PhysicsActor PhysicsActor 284 public PhysicsActor PhysicsActor
285 { 285 {
286 set { m_physicsActor = value; } 286 set { m_physicsActor = value; }
287 get { return m_physicsActor; } 287 get { return m_physicsActor; }
288 } 288 }
289 289
290 public byte MovementFlag 290 public byte MovementFlag
291 { 291 {
292 set { m_movementflag = value; } 292 set { m_movementflag = value; }
293 get { return m_movementflag; } 293 get { return m_movementflag; }
294 } 294 }
295 295
296 public bool Updated 296 public bool Updated
297 { 297 {
298 set { m_updateflag = value; } 298 set { m_updateflag = value; }
299 get { return m_updateflag; } 299 get { return m_updateflag; }
300 } 300 }
301 301
302 public bool Invulnerable 302 public bool Invulnerable
303 { 303 {
304 set { m_invulnerable = value; } 304 set { m_invulnerable = value; }
305 get { return m_invulnerable; } 305 get { return m_invulnerable; }
306 } 306 }
307 307
308 public int UserLevel 308 public int UserLevel
309 { 309 {
310 get { return m_userLevel; } 310 get { return m_userLevel; }
311 } 311 }
312 312
313 public int GodLevel 313 public int GodLevel
314 { 314 {
315 get { return m_godLevel; } 315 get { return m_godLevel; }
316 } 316 }
317 317
318 public ulong RegionHandle 318 public ulong RegionHandle
319 { 319 {
320 get { return m_rootRegionHandle; } 320 get { return m_rootRegionHandle; }
321 } 321 }
322 322
323 public Vector3 CameraPosition 323 public Vector3 CameraPosition
324 { 324 {
325 get { return m_CameraCenter; } 325 get { return m_CameraCenter; }
326 } 326 }
327 327
328 public Quaternion CameraRotation 328 public Quaternion CameraRotation
329 { 329 {
330 get { return Util.Axes2Rot(m_CameraAtAxis, m_CameraLeftAxis, m_CameraUpAxis); } 330 get { return Util.Axes2Rot(m_CameraAtAxis, m_CameraLeftAxis, m_CameraUpAxis); }
331 } 331 }
332 332
333 public Vector3 CameraAtAxis 333 public Vector3 CameraAtAxis
334 { 334 {
335 get { return m_CameraAtAxis; } 335 get { return m_CameraAtAxis; }
336 } 336 }
337 337
338 public Vector3 CameraLeftAxis 338 public Vector3 CameraLeftAxis
339 { 339 {
340 get { return m_CameraLeftAxis; } 340 get { return m_CameraLeftAxis; }
341 } 341 }
342 342
343 public Vector3 CameraUpAxis 343 public Vector3 CameraUpAxis
344 { 344 {
345 get { return m_CameraUpAxis; } 345 get { return m_CameraUpAxis; }
346 } 346 }
347 347
348 public Vector3 Lookat 348 public Vector3 Lookat
349 { 349 {
350 get 350 get
351 { 351 {
352 Vector3 a = new Vector3(m_CameraAtAxis.X, m_CameraAtAxis.Y, 0); 352 Vector3 a = new Vector3(m_CameraAtAxis.X, m_CameraAtAxis.Y, 0);
353 353
354 if (a == Vector3.Zero) 354 if (a == Vector3.Zero)
355 return a; 355 return a;
356 356
357 return Util.GetNormalizedVector(a); 357 return Util.GetNormalizedVector(a);
358 } 358 }
359 } 359 }
360 360
361 private readonly string m_firstname; 361 private readonly string m_firstname;
362 362
363 public string Firstname 363 public string Firstname
364 { 364 {
365 get { return m_firstname; } 365 get { return m_firstname; }
366 } 366 }
367 367
368 private readonly string m_lastname; 368 private readonly string m_lastname;
369 369
370 public string Lastname 370 public string Lastname
371 { 371 {
372 get { return m_lastname; } 372 get { return m_lastname; }
373 } 373 }
374 374
375 private string m_grouptitle; 375 private string m_grouptitle;
376 376
377 public string Grouptitle 377 public string Grouptitle
378 { 378 {
379 get { return m_grouptitle; } 379 get { return m_grouptitle; }
380 set { m_grouptitle = value; } 380 set { m_grouptitle = value; }
381 } 381 }
382 382
383 public float DrawDistance 383 public float DrawDistance
384 { 384 {
385 get { return m_DrawDistance; } 385 get { return m_DrawDistance; }
386 } 386 }
387 387
388 protected bool m_allowMovement = true; 388 protected bool m_allowMovement = true;
389 389
390 public bool AllowMovement 390 public bool AllowMovement
391 { 391 {
392 get { return m_allowMovement; } 392 get { return m_allowMovement; }
393 set { m_allowMovement = value; } 393 set { m_allowMovement = value; }
394 } 394 }
395 395
396 public bool SetAlwaysRun 396 public bool SetAlwaysRun
397 { 397 {
398 get 398 get
399 { 399 {
400 if (PhysicsActor != null) 400 if (PhysicsActor != null)
401 { 401 {
402 return PhysicsActor.SetAlwaysRun; 402 return PhysicsActor.SetAlwaysRun;
403 } 403 }
404 else 404 else
405 { 405 {
406 return m_setAlwaysRun; 406 return m_setAlwaysRun;
407 } 407 }
408 } 408 }
409 set 409 set
410 { 410 {
411 m_setAlwaysRun = value; 411 m_setAlwaysRun = value;
412 if (PhysicsActor != null) 412 if (PhysicsActor != null)
413 { 413 {
414 PhysicsActor.SetAlwaysRun = value; 414 PhysicsActor.SetAlwaysRun = value;
415 } 415 }
416 } 416 }
417 } 417 }
418 418
419 public byte State 419 public byte State
420 { 420 {
421 get { return m_state; } 421 get { return m_state; }
422 set { m_state = value; } 422 set { m_state = value; }
423 } 423 }
424 424
425 public uint AgentControlFlags 425 public uint AgentControlFlags
426 { 426 {
427 get { return (uint)m_AgentControlFlags; } 427 get { return (uint)m_AgentControlFlags; }
428 set { m_AgentControlFlags = (AgentManager.ControlFlags)value; } 428 set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
429 } 429 }
430 430
431 /// <summary> 431 /// <summary>
432 /// This works out to be the ClientView object associated with this avatar, or it's client connection manager 432 /// This works out to be the ClientView object associated with this avatar, or it's client connection manager
433 /// </summary> 433 /// </summary>
434 private IClientAPI m_controllingClient; 434 private IClientAPI m_controllingClient;
435 435
436 protected PhysicsActor m_physicsActor; 436 protected PhysicsActor m_physicsActor;
437 437
438 /// <value> 438 /// <value>
439 /// The client controlling this presence 439 /// The client controlling this presence
440 /// </value> 440 /// </value>
441 public IClientAPI ControllingClient 441 public IClientAPI ControllingClient
442 { 442 {
443 get { return m_controllingClient; } 443 get { return m_controllingClient; }
444 } 444 }
445 445
446 public IClientCore ClientView 446 public IClientCore ClientView
447 { 447 {
448 get { return (IClientCore) m_controllingClient; } 448 get { return (IClientCore) m_controllingClient; }
449 } 449 }
450 450
451 protected Vector3 m_parentPosition; 451 protected Vector3 m_parentPosition;
452 public Vector3 ParentPosition 452 public Vector3 ParentPosition
453 { 453 {
454 get { return m_parentPosition; } 454 get { return m_parentPosition; }
455 set { m_parentPosition = value; } 455 set { m_parentPosition = value; }
456 } 456 }
457 457
458 /// <summary> 458 /// <summary>
459 /// Position of this avatar relative to the region the avatar is in 459 /// Position of this avatar relative to the region the avatar is in
460 /// </summary> 460 /// </summary>
461 public override Vector3 AbsolutePosition 461 public override Vector3 AbsolutePosition
462 { 462 {
463 get 463 get
464 { 464 {
465 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
466// if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! 467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
468 m_pos = actor.Position; 468 m_pos = actor.Position;
469 469
470 // If we're sitting, we need to update our position 470 // If we're sitting, we need to update our position
471 if (m_parentID != 0) 471 if (m_parentID != 0)
472 { 472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null) 474 if (part != null)
475 m_parentPosition = part.AbsolutePosition; 475 m_parentPosition = part.AbsolutePosition;
476 } 476 }
477 477
478 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
479 } 479 }
480 set 480 set
481 { 481 {
482 PhysicsActor actor = m_physicsActor; 482 PhysicsActor actor = m_physicsActor;
483 if (actor != null) 483 if (actor != null)
484 { 484 {
485 try 485 try
486 { 486 {
487 lock (m_scene.SyncRoot) 487 lock (m_scene.SyncRoot)
488 m_physicsActor.Position = value; 488 m_physicsActor.Position = value;
489 } 489 }
490 catch (Exception e) 490 catch (Exception e)
491 { 491 {
492 m_log.Error("[SCENEPRESENCE]: ABSOLUTE POSITION " + e.Message); 492 m_log.Error("[SCENEPRESENCE]: ABSOLUTE POSITION " + e.Message);
493 } 493 }
494 } 494 }
495 495
496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value; 497 m_pos = value;
498 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
499 } 499 }
500 } 500 }
501 501
502 public Vector3 OffsetPosition 502 public Vector3 OffsetPosition
503 { 503 {
504 get { return m_pos; } 504 get { return m_pos; }
505 set { m_pos = value; } 505 set { m_pos = value; }
506 } 506 }
507 507
508 /// <summary> 508 /// <summary>
509 /// Current velocity of the avatar. 509 /// Current velocity of the avatar.
510 /// </summary> 510 /// </summary>
511 public override Vector3 Velocity 511 public override Vector3 Velocity
512 { 512 {
513 get 513 get
514 { 514 {
515 PhysicsActor actor = m_physicsActor; 515 PhysicsActor actor = m_physicsActor;
516 if (actor != null) 516 if (actor != null)
517 m_velocity = actor.Velocity; 517 m_velocity = actor.Velocity;
518 518
519 return m_velocity; 519 return m_velocity;
520 } 520 }
521 set 521 set
522 { 522 {
523 PhysicsActor actor = m_physicsActor; 523 PhysicsActor actor = m_physicsActor;
524 if (actor != null) 524 if (actor != null)
525 { 525 {
526 try 526 try
527 { 527 {
528 lock (m_scene.SyncRoot) 528 lock (m_scene.SyncRoot)
529 actor.Velocity = value; 529 actor.Velocity = value;
530 } 530 }
531 catch (Exception e) 531 catch (Exception e)
532 { 532 {
533 m_log.Error("[SCENEPRESENCE]: VELOCITY " + e.Message); 533 m_log.Error("[SCENEPRESENCE]: VELOCITY " + e.Message);
534 } 534 }
535 } 535 }
536 536
537 m_velocity = value; 537 m_velocity = value;
538 } 538 }
539 } 539 }
540 540
541 public Quaternion OffsetRotation 541 public Quaternion OffsetRotation
542 { 542 {
543 get { return m_offsetRotation; } 543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; } 544 set { m_offsetRotation = value; }
545 } 545 }
546 546
547 public Quaternion Rotation 547 public Quaternion Rotation
548 { 548 {
549 get { 549 get {
550 if (m_parentID != 0) 550 if (m_parentID != 0)
551 { 551 {
552 if (m_offsetRotation != null) 552 if (m_offsetRotation != null)
553 { 553 {
554 return m_offsetRotation; 554 return m_offsetRotation;
555 } 555 }
556 else 556 else
557 { 557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); 558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 } 559 }
560 560
561 } 561 }
562 else 562 else
563 { 563 {
564 return m_bodyRot; 564 return m_bodyRot;
565 } 565 }
566 } 566 }
567 set { 567 set {
568 m_bodyRot = value; 568 m_bodyRot = value;
569 if (m_parentID != 0) 569 if (m_parentID != 0)
570 { 570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); 571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 } 572 }
573 } 573 }
574 } 574 }
575 575
576 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
577 { 577 {
578 get { return m_bodyRotPrevious; } 578 get { return m_bodyRotPrevious; }
579 set { m_bodyRotPrevious = value; } 579 set { m_bodyRotPrevious = value; }
580 } 580 }
581 581
582 /// <summary> 582 /// <summary>
583 /// If this is true, agent doesn't have a representation in this scene. 583 /// If this is true, agent doesn't have a representation in this scene.
584 /// this is an agent 'looking into' this scene from a nearby scene(region) 584 /// this is an agent 'looking into' this scene from a nearby scene(region)
585 /// 585 ///
586 /// if False, this agent has a representation in this scene 586 /// if False, this agent has a representation in this scene
587 /// </summary> 587 /// </summary>
588 private bool m_isChildAgent = true; 588 private bool m_isChildAgent = true;
589 589
590 public bool IsChildAgent 590 public bool IsChildAgent
591 { 591 {
592 get { return m_isChildAgent; } 592 get { return m_isChildAgent; }
593 set { m_isChildAgent = value; } 593 set { m_isChildAgent = value; }
594 } 594 }
595 595
596 private uint m_parentID; 596 private uint m_parentID;
597 597
598 598
599 private UUID m_linkedPrim; 599 private UUID m_linkedPrim;
600 600
601 public uint ParentID 601 public uint ParentID
602 { 602 {
603 get { return m_parentID; } 603 get { return m_parentID; }
604 set { m_parentID = value; } 604 set { m_parentID = value; }
605 } 605 }
606 606
607 public UUID LinkedPrim 607 public UUID LinkedPrim
608 { 608 {
609 get { return m_linkedPrim; } 609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; } 610 set { m_linkedPrim = value; }
611 } 611 }
612 612
613 public float Health 613 public float Health
614 { 614 {
615 get { return m_health; } 615 get { return m_health; }
616 set { m_health = value; } 616 set { m_health = value; }
617 } 617 }
618 618
619 /// <summary> 619 /// <summary>
620 /// These are the region handles known by the avatar. 620 /// These are the region handles known by the avatar.
621 /// </summary> 621 /// </summary>
622 public List<ulong> KnownChildRegionHandles 622 public List<ulong> KnownChildRegionHandles
623 { 623 {
624 get 624 get
625 { 625 {
626 if (m_knownChildRegions.Count == 0) 626 if (m_knownChildRegions.Count == 0)
627 return new List<ulong>(); 627 return new List<ulong>();
628 else 628 else
629 return new List<ulong>(m_knownChildRegions.Keys); 629 return new List<ulong>(m_knownChildRegions.Keys);
630 } 630 }
631 } 631 }
632 632
633 public Dictionary<ulong, string> KnownRegions 633 public Dictionary<ulong, string> KnownRegions
634 { 634 {
635 get { return m_knownChildRegions; } 635 get { return m_knownChildRegions; }
636 set 636 set
637 { 637 {
638 m_knownChildRegions = value; 638 m_knownChildRegions = value;
639 } 639 }
640 } 640 }
641 641
642 public ISceneViewer SceneViewer 642 public ISceneViewer SceneViewer
643 { 643 {
644 get { return m_sceneViewer; } 644 get { return m_sceneViewer; }
645 } 645 }
646 646
647 public void AdjustKnownSeeds() 647 public void AdjustKnownSeeds()
648 { 648 {
649 Dictionary<ulong, string> seeds; 649 Dictionary<ulong, string> seeds;
650 650
651 if (Scene.CapsModule != null) 651 if (Scene.CapsModule != null)
652 seeds = Scene.CapsModule.GetChildrenSeeds(UUID); 652 seeds = Scene.CapsModule.GetChildrenSeeds(UUID);
653 else 653 else
654 seeds = new Dictionary<ulong, string>(); 654 seeds = new Dictionary<ulong, string>();
655 655
656 List<ulong> old = new List<ulong>(); 656 List<ulong> old = new List<ulong>();
657 foreach (ulong handle in seeds.Keys) 657 foreach (ulong handle in seeds.Keys)
658 { 658 {
659 uint x, y; 659 uint x, y;
660 Utils.LongToUInts(handle, out x, out y); 660 Utils.LongToUInts(handle, out x, out y);
661 x = x / Constants.RegionSize; 661 x = x / Constants.RegionSize;
662 y = y / Constants.RegionSize; 662 y = y / Constants.RegionSize;
663 if (Util.IsOutsideView(x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY)) 663 if (Util.IsOutsideView(x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY))
664 { 664 {
665 old.Add(handle); 665 old.Add(handle);
666 } 666 }
667 } 667 }
668 DropOldNeighbours(old); 668 DropOldNeighbours(old);
669 669
670 if (Scene.CapsModule != null) 670 if (Scene.CapsModule != null)
671 Scene.CapsModule.SetChildrenSeed(UUID, seeds); 671 Scene.CapsModule.SetChildrenSeed(UUID, seeds);
672 672
673 KnownRegions = seeds; 673 KnownRegions = seeds;
674 //m_log.Debug(" ++++++++++AFTER+++++++++++++ "); 674 //m_log.Debug(" ++++++++++AFTER+++++++++++++ ");
675 //DumpKnownRegions(); 675 //DumpKnownRegions();
676 } 676 }
677 677
678 public void DumpKnownRegions() 678 public void DumpKnownRegions()
679 { 679 {
680 m_log.Info("================ KnownRegions "+Scene.RegionInfo.RegionName+" ================"); 680 m_log.Info("================ KnownRegions "+Scene.RegionInfo.RegionName+" ================");
681 foreach (KeyValuePair<ulong, string> kvp in KnownRegions) 681 foreach (KeyValuePair<ulong, string> kvp in KnownRegions)
682 { 682 {
683 uint x, y; 683 uint x, y;
684 Utils.LongToUInts(kvp.Key, out x, out y); 684 Utils.LongToUInts(kvp.Key, out x, out y);
685 x = x / Constants.RegionSize; 685 x = x / Constants.RegionSize;
686 y = y / Constants.RegionSize; 686 y = y / Constants.RegionSize;
687 m_log.Info(" >> "+x+", "+y+": "+kvp.Value); 687 m_log.Info(" >> "+x+", "+y+": "+kvp.Value);
688 } 688 }
689 } 689 }
690 690
691 private bool m_inTransit; 691 private bool m_inTransit;
692 private bool m_mouseLook; 692 private bool m_mouseLook;
693 private bool m_leftButtonDown; 693 private bool m_leftButtonDown;
694 694
695 public bool IsInTransit 695 public bool IsInTransit
696 { 696 {
697 get { return m_inTransit; } 697 get { return m_inTransit; }
698 set { m_inTransit = value; } 698 set { m_inTransit = value; }
699 } 699 }
700 700
701 public float SpeedModifier 701 public float SpeedModifier
702 { 702 {
703 get { return m_speedModifier; } 703 get { return m_speedModifier; }
704 set { m_speedModifier = value; } 704 set { m_speedModifier = value; }
705 } 705 }
706 706
707 public bool ForceFly 707 public bool ForceFly
708 { 708 {
709 get { return m_forceFly; } 709 get { return m_forceFly; }
710 set { m_forceFly = value; } 710 set { m_forceFly = value; }
711 } 711 }
712 712
713 public bool FlyDisabled 713 public bool FlyDisabled
714 { 714 {
715 get { return m_flyDisabled; } 715 get { return m_flyDisabled; }
716 set { m_flyDisabled = value; } 716 set { m_flyDisabled = value; }
717 } 717 }
718 718
719 public string Viewer 719 public string Viewer
720 { 720 {
721 get { return m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode).Viewer; } 721 get { return m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode).Viewer; }
722 } 722 }
723 723
724 #endregion 724 #endregion
725 725
726 #region Constructor(s) 726 #region Constructor(s)
727 727
728 public ScenePresence() 728 public ScenePresence()
729 { 729 {
730 m_sendCourseLocationsMethod = SendCoarseLocationsDefault; 730 m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
731 CreateSceneViewer(); 731 CreateSceneViewer();
732 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
733 } 733 }
734 734
735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
736 { 736 {
737 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
738 m_controllingClient = client; 738 m_controllingClient = client;
739 m_firstname = m_controllingClient.FirstName; 739 m_firstname = m_controllingClient.FirstName;
740 m_lastname = m_controllingClient.LastName; 740 m_lastname = m_controllingClient.LastName;
741 m_name = String.Format("{0} {1}", m_firstname, m_lastname); 741 m_name = String.Format("{0} {1}", m_firstname, m_lastname);
742 m_scene = world; 742 m_scene = world;
743 m_uuid = client.AgentId; 743 m_uuid = client.AgentId;
744 m_regionInfo = reginfo; 744 m_regionInfo = reginfo;
745 m_localId = m_scene.AllocateLocalId(); 745 m_localId = m_scene.AllocateLocalId();
746 746
747 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 747 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
748 748
749 if (account != null) 749 if (account != null)
750 m_userLevel = account.UserLevel; 750 m_userLevel = account.UserLevel;
751 751
752 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 752 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
753 if (gm != null) 753 if (gm != null)
754 m_grouptitle = gm.GetGroupTitle(m_uuid); 754 m_grouptitle = gm.GetGroupTitle(m_uuid);
755 755
756 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); 756 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>();
757 757
758 AbsolutePosition = posLastSignificantMove = m_CameraCenter = 758 AbsolutePosition = posLastSignificantMove = m_CameraCenter =
759 m_lastCameraCenter = m_controllingClient.StartPos; 759 m_lastCameraCenter = m_controllingClient.StartPos;
760 760
761 m_reprioritization_timer = new Timer(world.ReprioritizationInterval); 761 m_reprioritization_timer = new Timer(world.ReprioritizationInterval);
762 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); 762 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
763 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
764 764
765 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
766 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
767 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
768 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
769 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
770 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
771 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null) 772 if (m_controllingClient != null)
773 { 773 {
774 m_controllingClient.ProcessPendingPackets(); 774 m_controllingClient.ProcessPendingPackets();
775 } 775 }
776 SetDirectionVectors(); 776 SetDirectionVectors();
777 } 777 }
778 778
779 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams, 779 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams,
780 AvatarWearable[] wearables) 780 AvatarWearable[] wearables)
781 : this(client, world, reginfo) 781 : this(client, world, reginfo)
782 { 782 {
783 m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams); 783 m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams);
784 } 784 }
785 785
786 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance) 786 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
787 : this(client, world, reginfo) 787 : this(client, world, reginfo)
788 { 788 {
789 m_appearance = appearance; 789 m_appearance = appearance;
790 } 790 }
791 791
792 private void CreateSceneViewer() 792 private void CreateSceneViewer()
793 { 793 {
794 m_sceneViewer = new SceneViewer(this); 794 m_sceneViewer = new SceneViewer(this);
795 } 795 }
796 796
797 public void RegisterToEvents() 797 public void RegisterToEvents()
798 { 798 {
799 m_controllingClient.OnRequestWearables += SendWearables; 799 m_controllingClient.OnRequestWearables += SendWearables;
800 m_controllingClient.OnSetAppearance += SetAppearance; 800 m_controllingClient.OnSetAppearance += SetAppearance;
801 m_controllingClient.OnCompleteMovementToRegion += CompleteMovement; 801 m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
802 //m_controllingClient.OnCompleteMovementToRegion += SendInitialData; 802 //m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
803 m_controllingClient.OnAgentUpdate += HandleAgentUpdate; 803 m_controllingClient.OnAgentUpdate += HandleAgentUpdate;
804 m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit; 804 m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit;
805 m_controllingClient.OnAgentSit += HandleAgentSit; 805 m_controllingClient.OnAgentSit += HandleAgentSit;
806 m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 806 m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
807 m_controllingClient.OnStartAnim += HandleStartAnim; 807 m_controllingClient.OnStartAnim += HandleStartAnim;
808 m_controllingClient.OnStopAnim += HandleStopAnim; 808 m_controllingClient.OnStopAnim += HandleStopAnim;
809 m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls; 809 m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls;
810 m_controllingClient.OnAutoPilotGo += DoAutoPilot; 810 m_controllingClient.OnAutoPilotGo += DoAutoPilot;
811 m_controllingClient.AddGenericPacketHandler("autopilot", DoMoveToPosition); 811 m_controllingClient.AddGenericPacketHandler("autopilot", DoMoveToPosition);
812 812
813 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 813 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
814 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 814 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
815 } 815 }
816 816
817 private void SetDirectionVectors() 817 private void SetDirectionVectors()
818 { 818 {
819 Dir_Vectors[0] = Vector3.UnitX; //FORWARD 819 Dir_Vectors[0] = Vector3.UnitX; //FORWARD
820 Dir_Vectors[1] = -Vector3.UnitX; //BACK 820 Dir_Vectors[1] = -Vector3.UnitX; //BACK
821 Dir_Vectors[2] = Vector3.UnitY; //LEFT 821 Dir_Vectors[2] = Vector3.UnitY; //LEFT
822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
823 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE 828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
830 } 830 }
831 831
832 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
833 { 833 {
834 Vector3[] vector = new Vector3[11]; 834 Vector3[] vector = new Vector3[11];
835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
837 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
838 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
843 vector[8] = Vector3.UnitY; //LEFT_NUDGE 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE 844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE 845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
846 return vector; 846 return vector;
847 } 847 }
848 848
849 private bool[] GetDirectionIsNudge() 849 private bool[] GetDirectionIsNudge()
850 { 850 {
851 bool[] isNudge = new bool[11]; 851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD 852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK 853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT 854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT 855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP 856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN 857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE 858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE 859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE 860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE 861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge 862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge; 863 return isNudge;
864 } 864 }
865 865
866 866
867 #endregion 867 #endregion
868 868
869 public uint GenerateClientFlags(UUID ObjectID) 869 public uint GenerateClientFlags(UUID ObjectID)
870 { 870 {
871 return m_scene.Permissions.GenerateClientFlags(m_uuid, ObjectID); 871 return m_scene.Permissions.GenerateClientFlags(m_uuid, ObjectID);
872 } 872 }
873 873
874 /// <summary> 874 /// <summary>
875 /// Send updates to the client about prims which have been placed on the update queue. We don't 875 /// Send updates to the client about prims which have been placed on the update queue. We don't
876 /// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent 876 /// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent
877 /// timestamp has already been sent. 877 /// timestamp has already been sent.
878 /// </summary> 878 /// </summary>
879 public void SendPrimUpdates() 879 public void SendPrimUpdates()
880 { 880 {
881 m_perfMonMS = Util.EnvironmentTickCount(); 881 m_perfMonMS = Util.EnvironmentTickCount();
882 882
883 m_sceneViewer.SendPrimUpdates(); 883 m_sceneViewer.SendPrimUpdates();
884 884
885 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 885 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
886 } 886 }
887 887
888 #region Status Methods 888 #region Status Methods
889 889
890 /// <summary> 890 /// <summary>
891 /// This turns a child agent, into a root agent 891 /// This turns a child agent, into a root agent
892 /// This is called when an agent teleports into a region, or if an 892 /// This is called when an agent teleports into a region, or if an
893 /// agent crosses into this region from a neighbor over the border 893 /// agent crosses into this region from a neighbor over the border
894 /// </summary> 894 /// </summary>
895 public void MakeRootAgent(Vector3 pos, bool isFlying) 895 public void MakeRootAgent(Vector3 pos, bool isFlying)
896 { 896 {
897 m_log.DebugFormat( 897 m_log.DebugFormat(
898 "[SCENE]: Upgrading child to root agent for {0} in {1}", 898 "[SCENE]: Upgrading child to root agent for {0} in {1}",
899 Name, m_scene.RegionInfo.RegionName); 899 Name, m_scene.RegionInfo.RegionName);
900 900
901 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); 901 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
902 902
903 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 903 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
904 if (gm != null) 904 if (gm != null)
905 m_grouptitle = gm.GetGroupTitle(m_uuid); 905 m_grouptitle = gm.GetGroupTitle(m_uuid);
906 906
907 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 907 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
908 m_scene.SetRootAgentScene(m_uuid); 908 m_scene.SetRootAgentScene(m_uuid);
909 909
910 // Moved this from SendInitialData to ensure that m_appearance is initialized 910 // Moved this from SendInitialData to ensure that m_appearance is initialized
911 // before the inventory is processed in MakeRootAgent. This fixes a race condition 911 // before the inventory is processed in MakeRootAgent. This fixes a race condition
912 // related to the handling of attachments 912 // related to the handling of attachments
913 //m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); 913 //m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
914 if (m_scene.TestBorderCross(pos, Cardinals.E)) 914 if (m_scene.TestBorderCross(pos, Cardinals.E))
915 { 915 {
916 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 916 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
917 pos.X = crossedBorder.BorderLine.Z - 1; 917 pos.X = crossedBorder.BorderLine.Z - 1;
918 } 918 }
919 919
920 if (m_scene.TestBorderCross(pos, Cardinals.N)) 920 if (m_scene.TestBorderCross(pos, Cardinals.N))
921 { 921 {
922 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 922 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
923 pos.Y = crossedBorder.BorderLine.Z - 1; 923 pos.Y = crossedBorder.BorderLine.Z - 1;
924 } 924 }
925 925
926 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. 926 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
927 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, 927 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
928 //they'll bypass the landing point. But I can't think of any decent way of fixing this. 928 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
929 if (KnownChildRegionHandles.Count == 0) 929 if (KnownChildRegionHandles.Count == 0)
930 { 930 {
931 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); 931 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
932 if (land != null) 932 if (land != null)
933 { 933 {
934 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. 934 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
935 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) 935 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
936 { 936 {
937 pos = land.LandData.UserLocation; 937 pos = land.LandData.UserLocation;
938 } 938 }
939 } 939 }
940 } 940 }
941 941
942 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) 942 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
943 { 943 {
944 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); 944 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
945 945
946 if (pos.X < 0) 946 if (pos.X < 0)
947 { 947 {
948 emergencyPos.X = (int)Constants.RegionSize + pos.X; 948 emergencyPos.X = (int)Constants.RegionSize + pos.X;
949 if (!(pos.Y < 0)) 949 if (!(pos.Y < 0))
950 emergencyPos.Y = pos.Y; 950 emergencyPos.Y = pos.Y;
951 if (!(pos.Z < 0)) 951 if (!(pos.Z < 0))
952 emergencyPos.Z = pos.Z; 952 emergencyPos.Z = pos.Z;
953 } 953 }
954 if (pos.Y < 0) 954 if (pos.Y < 0)
955 { 955 {
956 emergencyPos.Y = (int)Constants.RegionSize + pos.Y; 956 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
957 if (!(pos.X < 0)) 957 if (!(pos.X < 0))
958 emergencyPos.X = pos.X; 958 emergencyPos.X = pos.X;
959 if (!(pos.Z < 0)) 959 if (!(pos.Z < 0))
960 emergencyPos.Z = pos.Z; 960 emergencyPos.Z = pos.Z;
961 } 961 }
962 if (pos.Z < 0) 962 if (pos.Z < 0)
963 { 963 {
964 emergencyPos.Z = 128; 964 emergencyPos.Z = 128;
965 if (!(pos.Y < 0)) 965 if (!(pos.Y < 0))
966 emergencyPos.Y = pos.Y; 966 emergencyPos.Y = pos.Y;
967 if (!(pos.X < 0)) 967 if (!(pos.X < 0))
968 emergencyPos.X = pos.X; 968 emergencyPos.X = pos.X;
969 } 969 }
970 } 970 }
971 971
972 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 972 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
973 { 973 {
974 m_log.WarnFormat( 974 m_log.WarnFormat(
975 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 975 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
976 pos, Name, UUID); 976 pos, Name, UUID);
977 977
978 if (pos.X < 0f) pos.X = 0f; 978 if (pos.X < 0f) pos.X = 0f;
979 if (pos.Y < 0f) pos.Y = 0f; 979 if (pos.Y < 0f) pos.Y = 0f;
980 if (pos.Z < 0f) pos.Z = 0f; 980 if (pos.Z < 0f) pos.Z = 0f;
981 } 981 }
982 982
983 float localAVHeight = 1.56f; 983 float localAVHeight = 1.56f;
984 if (m_avHeight != 127.0f) 984 if (m_avHeight != 127.0f)
985 { 985 {
986 localAVHeight = m_avHeight; 986 localAVHeight = m_avHeight;
987 } 987 }
988 988
989 float posZLimit = 0; 989 float posZLimit = 0;
990 990
991 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 991 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
992 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 992 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
993 993
994 float newPosZ = posZLimit + localAVHeight / 2; 994 float newPosZ = posZLimit + localAVHeight / 2;
995 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 995 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
996 { 996 {
997 pos.Z = newPosZ; 997 pos.Z = newPosZ;
998 } 998 }
999 AbsolutePosition = pos; 999 AbsolutePosition = pos;
1000 1000
1001 AddToPhysicalScene(isFlying); 1001 AddToPhysicalScene(isFlying);
1002 1002
1003 if (m_forceFly) 1003 if (m_forceFly)
1004 { 1004 {
1005 m_physicsActor.Flying = true; 1005 m_physicsActor.Flying = true;
1006 } 1006 }
1007 else if (m_flyDisabled) 1007 else if (m_flyDisabled)
1008 { 1008 {
1009 m_physicsActor.Flying = false; 1009 m_physicsActor.Flying = false;
1010 } 1010 }
1011 1011
1012 if (m_appearance != null) 1012 if (m_appearance != null)
1013 { 1013 {
1014 if (m_appearance.AvatarHeight > 0) 1014 if (m_appearance.AvatarHeight > 0)
1015 SetHeight(m_appearance.AvatarHeight); 1015 SetHeight(m_appearance.AvatarHeight);
1016 } 1016 }
1017 else 1017 else
1018 { 1018 {
1019 m_log.ErrorFormat("[SCENE PRESENCE]: null appearance in MakeRoot in {0}", Scene.RegionInfo.RegionName); 1019 m_log.ErrorFormat("[SCENE PRESENCE]: null appearance in MakeRoot in {0}", Scene.RegionInfo.RegionName);
1020 // emergency; this really shouldn't happen 1020 // emergency; this really shouldn't happen
1021 m_appearance = new AvatarAppearance(UUID); 1021 m_appearance = new AvatarAppearance(UUID);
1022 } 1022 }
1023 1023
1024 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 1024 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
1025 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 1025 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
1026 // elsewhere anyway 1026 // elsewhere anyway
1027 // Animator.SendAnimPack(); 1027 // Animator.SendAnimPack();
1028 1028
1029 m_scene.SwapRootAgentCount(false); 1029 m_scene.SwapRootAgentCount(false);
1030 1030
1031 //CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(m_uuid); 1031 //CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(m_uuid);
1032 //if (userInfo != null) 1032 //if (userInfo != null)
1033 // userInfo.FetchInventory(); 1033 // userInfo.FetchInventory();
1034 //else 1034 //else
1035 // m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid); 1035 // m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid);
1036 1036
1037 // On the next prim update, all objects will be sent 1037 // On the next prim update, all objects will be sent
1038 // 1038 //
1039 m_sceneViewer.Reset(); 1039 m_sceneViewer.Reset();
1040 1040
1041 m_isChildAgent = false; 1041 m_isChildAgent = false;
1042 1042
1043 // send the animations of the other presences to me 1043 // send the animations of the other presences to me
1044 m_scene.ForEachScenePresence(delegate(ScenePresence presence) 1044 m_scene.ForEachScenePresence(delegate(ScenePresence presence)
1045 { 1045 {
1046 if (presence != this) 1046 if (presence != this)
1047 presence.Animator.SendAnimPackToClient(ControllingClient); 1047 presence.Animator.SendAnimPackToClient(ControllingClient);
1048 }); 1048 });
1049 1049
1050 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1050 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1051 } 1051 }
1052 1052
1053 /// <summary> 1053 /// <summary>
1054 /// This turns a root agent into a child agent 1054 /// This turns a root agent into a child agent
1055 /// when an agent departs this region for a neighbor, this gets called. 1055 /// when an agent departs this region for a neighbor, this gets called.
1056 /// 1056 ///
1057 /// It doesn't get called for a teleport. Reason being, an agent that 1057 /// It doesn't get called for a teleport. Reason being, an agent that
1058 /// teleports out may not end up anywhere near this region 1058 /// teleports out may not end up anywhere near this region
1059 /// </summary> 1059 /// </summary>
1060 public void MakeChildAgent() 1060 public void MakeChildAgent()
1061 { 1061 {
1062 // It looks like m_animator is set to null somewhere, and MakeChild 1062 // It looks like m_animator is set to null somewhere, and MakeChild
1063 // is called after that. Probably in aborted teleports. 1063 // is called after that. Probably in aborted teleports.
1064 if (m_animator == null) 1064 if (m_animator == null)
1065 m_animator = new ScenePresenceAnimator(this); 1065 m_animator = new ScenePresenceAnimator(this);
1066 else 1066 else
1067 Animator.ResetAnimations(); 1067 Animator.ResetAnimations();
1068 1068
1069// m_log.DebugFormat( 1069// m_log.DebugFormat(
1070// "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1070// "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
1071// Name, UUID, m_scene.RegionInfo.RegionName); 1071// Name, UUID, m_scene.RegionInfo.RegionName);
1072 1072
1073 // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing, 1073 // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing,
1074 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated. 1074 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated.
1075 //Velocity = new Vector3(0, 0, 0); 1075 //Velocity = new Vector3(0, 0, 0);
1076 1076
1077 m_isChildAgent = true; 1077 m_isChildAgent = true;
1078 m_scene.SwapRootAgentCount(true); 1078 m_scene.SwapRootAgentCount(true);
1079 RemoveFromPhysicalScene(); 1079 RemoveFromPhysicalScene();
1080 1080
1081 // FIXME: Set m_rootRegionHandle to the region handle of the scene this agent is moving into 1081 // FIXME: Set m_rootRegionHandle to the region handle of the scene this agent is moving into
1082 1082
1083 m_scene.EventManager.TriggerOnMakeChildAgent(this); 1083 m_scene.EventManager.TriggerOnMakeChildAgent(this);
1084 } 1084 }
1085 1085
1086 /// <summary> 1086 /// <summary>
1087 /// Removes physics plugin scene representation of this agent if it exists. 1087 /// Removes physics plugin scene representation of this agent if it exists.
1088 /// </summary> 1088 /// </summary>
1089 private void RemoveFromPhysicalScene() 1089 private void RemoveFromPhysicalScene()
1090 { 1090 {
1091 if (PhysicsActor != null) 1091 if (PhysicsActor != null)
1092 { 1092 {
1093 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1093 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1094 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1094 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
1095 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1095 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1096 m_physicsActor.UnSubscribeEvents(); 1096 m_physicsActor.UnSubscribeEvents();
1097 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1097 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1098 PhysicsActor = null; 1098 PhysicsActor = null;
1099 } 1099 }
1100 } 1100 }
1101 1101
1102 /// <summary> 1102 /// <summary>
1103 /// 1103 ///
1104 /// </summary> 1104 /// </summary>
1105 /// <param name="pos"></param> 1105 /// <param name="pos"></param>
1106 public void Teleport(Vector3 pos) 1106 public void Teleport(Vector3 pos)
1107 { 1107 {
1108 bool isFlying = false; 1108 bool isFlying = false;
1109 1109
1110 if (m_physicsActor != null) 1110 if (m_physicsActor != null)
1111 isFlying = m_physicsActor.Flying; 1111 isFlying = m_physicsActor.Flying;
1112 1112
1113 RemoveFromPhysicalScene(); 1113 RemoveFromPhysicalScene();
1114 Velocity = Vector3.Zero; 1114 Velocity = Vector3.Zero;
1115 AbsolutePosition = pos; 1115 AbsolutePosition = pos;
1116 AddToPhysicalScene(isFlying); 1116 AddToPhysicalScene(isFlying);
1117 if (m_appearance != null) 1117 if (m_appearance != null)
1118 { 1118 {
1119 if (m_appearance.AvatarHeight > 0) 1119 if (m_appearance.AvatarHeight > 0)
1120 SetHeight(m_appearance.AvatarHeight); 1120 SetHeight(m_appearance.AvatarHeight);
1121 } 1121 }
1122 1122
1123 SendTerseUpdateToAllClients(); 1123 SendTerseUpdateToAllClients();
1124 1124
1125 } 1125 }
1126 1126
1127 public void TeleportWithMomentum(Vector3 pos) 1127 public void TeleportWithMomentum(Vector3 pos)
1128 { 1128 {
1129 bool isFlying = false; 1129 bool isFlying = false;
1130 if (m_physicsActor != null) 1130 if (m_physicsActor != null)
1131 isFlying = m_physicsActor.Flying; 1131 isFlying = m_physicsActor.Flying;
1132 1132
1133 RemoveFromPhysicalScene(); 1133 RemoveFromPhysicalScene();
1134 AbsolutePosition = pos; 1134 AbsolutePosition = pos;
1135 AddToPhysicalScene(isFlying); 1135 AddToPhysicalScene(isFlying);
1136 if (m_appearance != null) 1136 if (m_appearance != null)
1137 { 1137 {
1138 if (m_appearance.AvatarHeight > 0) 1138 if (m_appearance.AvatarHeight > 0)
1139 SetHeight(m_appearance.AvatarHeight); 1139 SetHeight(m_appearance.AvatarHeight);
1140 } 1140 }
1141 1141
1142 SendTerseUpdateToAllClients(); 1142 SendTerseUpdateToAllClients();
1143 } 1143 }
1144 1144
1145 /// <summary> 1145 /// <summary>
1146 /// 1146 ///
1147 /// </summary> 1147 /// </summary>
1148 public void StopMovement() 1148 public void StopMovement()
1149 { 1149 {
1150 } 1150 }
1151 1151
1152 public void StopFlying() 1152 public void StopFlying()
1153 { 1153 {
1154 ControllingClient.StopFlying(this); 1154 ControllingClient.StopFlying(this);
1155 } 1155 }
1156 1156
1157 public void AddNeighbourRegion(ulong regionHandle, string cap) 1157 public void AddNeighbourRegion(ulong regionHandle, string cap)
1158 { 1158 {
1159 lock (m_knownChildRegions) 1159 lock (m_knownChildRegions)
1160 { 1160 {
1161 if (!m_knownChildRegions.ContainsKey(regionHandle)) 1161 if (!m_knownChildRegions.ContainsKey(regionHandle))
1162 { 1162 {
1163 uint x, y; 1163 uint x, y;
1164 Utils.LongToUInts(regionHandle, out x, out y); 1164 Utils.LongToUInts(regionHandle, out x, out y);
1165 m_knownChildRegions.Add(regionHandle, cap); 1165 m_knownChildRegions.Add(regionHandle, cap);
1166 } 1166 }
1167 } 1167 }
1168 } 1168 }
1169 1169
1170 public void RemoveNeighbourRegion(ulong regionHandle) 1170 public void RemoveNeighbourRegion(ulong regionHandle)
1171 { 1171 {
1172 lock (m_knownChildRegions) 1172 lock (m_knownChildRegions)
1173 { 1173 {
1174 if (m_knownChildRegions.ContainsKey(regionHandle)) 1174 if (m_knownChildRegions.ContainsKey(regionHandle))
1175 { 1175 {
1176 m_knownChildRegions.Remove(regionHandle); 1176 m_knownChildRegions.Remove(regionHandle);
1177 //m_log.Debug(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count); 1177 //m_log.Debug(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count);
1178 } 1178 }
1179 } 1179 }
1180 } 1180 }
1181 1181
1182 public void DropOldNeighbours(List<ulong> oldRegions) 1182 public void DropOldNeighbours(List<ulong> oldRegions)
1183 { 1183 {
1184 foreach (ulong handle in oldRegions) 1184 foreach (ulong handle in oldRegions)
1185 { 1185 {
1186 RemoveNeighbourRegion(handle); 1186 RemoveNeighbourRegion(handle);
1187 Scene.CapsModule.DropChildSeed(UUID, handle); 1187 Scene.CapsModule.DropChildSeed(UUID, handle);
1188 } 1188 }
1189 } 1189 }
1190 1190
1191 public List<ulong> GetKnownRegionList() 1191 public List<ulong> GetKnownRegionList()
1192 { 1192 {
1193 return new List<ulong>(m_knownChildRegions.Keys); 1193 return new List<ulong>(m_knownChildRegions.Keys);
1194 } 1194 }
1195 1195
1196 #endregion 1196 #endregion
1197 1197
1198 #region Event Handlers 1198 #region Event Handlers
1199 1199
1200 /// <summary> 1200 /// <summary>
1201 /// Sets avatar height in the phyiscs plugin 1201 /// Sets avatar height in the phyiscs plugin
1202 /// </summary> 1202 /// </summary>
1203 internal void SetHeight(float height) 1203 internal void SetHeight(float height)
1204 { 1204 {
1205 m_avHeight = height; 1205 m_avHeight = height;
1206 if (PhysicsActor != null && !IsChildAgent) 1206 if (PhysicsActor != null && !IsChildAgent)
1207 { 1207 {
1208 Vector3 SetSize = new Vector3(0.45f, 0.6f, m_avHeight); 1208 Vector3 SetSize = new Vector3(0.45f, 0.6f, m_avHeight);
1209 PhysicsActor.Size = SetSize; 1209 PhysicsActor.Size = SetSize;
1210 } 1210 }
1211 } 1211 }
1212 1212
1213 /// <summary> 1213 /// <summary>
1214 /// Complete Avatar's movement into the region. 1214 /// Complete Avatar's movement into the region.
1215 /// This is called upon a very important packet sent from the client, 1215 /// This is called upon a very important packet sent from the client,
1216 /// so it's client-controlled. Never call this method directly. 1216 /// so it's client-controlled. Never call this method directly.
1217 /// </summary> 1217 /// </summary>
1218 public void CompleteMovement(IClientAPI client) 1218 public void CompleteMovement(IClientAPI client)
1219 { 1219 {
1220 //m_log.Debug("[SCENE PRESENCE]: CompleteMovement"); 1220 //m_log.Debug("[SCENE PRESENCE]: CompleteMovement");
1221 1221
1222 Vector3 look = Velocity; 1222 Vector3 look = Velocity;
1223 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1223 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1224 { 1224 {
1225 look = new Vector3(0.99f, 0.042f, 0); 1225 look = new Vector3(0.99f, 0.042f, 0);
1226 } 1226 }
1227 1227
1228 // Prevent teleporting to an underground location 1228 // Prevent teleporting to an underground location
1229 // (may crash client otherwise) 1229 // (may crash client otherwise)
1230 // 1230 //
1231 Vector3 pos = AbsolutePosition; 1231 Vector3 pos = AbsolutePosition;
1232 float ground = m_scene.GetGroundHeight(pos.X, pos.Y); 1232 float ground = m_scene.GetGroundHeight(pos.X, pos.Y);
1233 if (pos.Z < ground + 1.5f) 1233 if (pos.Z < ground + 1.5f)
1234 { 1234 {
1235 pos.Z = ground + 1.5f; 1235 pos.Z = ground + 1.5f;
1236 AbsolutePosition = pos; 1236 AbsolutePosition = pos;
1237 } 1237 }
1238 m_isChildAgent = false; 1238 m_isChildAgent = false;
1239 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1239 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1240 MakeRootAgent(AbsolutePosition, m_flying); 1240 MakeRootAgent(AbsolutePosition, m_flying);
1241 1241
1242 if ((m_callbackURI != null) && !m_callbackURI.Equals("")) 1242 if ((m_callbackURI != null) && !m_callbackURI.Equals(""))
1243 { 1243 {
1244 m_log.DebugFormat("[SCENE PRESENCE]: Releasing agent in URI {0}", m_callbackURI); 1244 m_log.DebugFormat("[SCENE PRESENCE]: Releasing agent in URI {0}", m_callbackURI);
1245 Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI); 1245 Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI);
1246 m_callbackURI = null; 1246 m_callbackURI = null;
1247 } 1247 }
1248 1248
1249 //m_log.DebugFormat("Completed movement"); 1249 //m_log.DebugFormat("Completed movement");
1250 1250
1251 m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look); 1251 m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);
1252 SendInitialData(); 1252 SendInitialData();
1253 1253
1254 // Create child agents in neighbouring regions 1254 // Create child agents in neighbouring regions
1255 if (!m_isChildAgent) 1255 if (!m_isChildAgent)
1256 { 1256 {
1257 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1257 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1258 if (m_agentTransfer != null) 1258 if (m_agentTransfer != null)
1259 m_agentTransfer.EnableChildAgents(this); 1259 m_agentTransfer.EnableChildAgents(this);
1260 else 1260 else
1261 m_log.DebugFormat("[SCENE PRESENCE]: Unable to create child agents in neighbours, because AgentTransferModule is not active"); 1261 m_log.DebugFormat("[SCENE PRESENCE]: Unable to create child agents in neighbours, because AgentTransferModule is not active");
1262 1262
1263 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1263 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1264 if (friendsModule != null) 1264 if (friendsModule != null)
1265 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1265 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1266 } 1266 }
1267 1267
1268 } 1268 }
1269 1269
1270 /// <summary> 1270 /// <summary>
1271 /// Callback for the Camera view block check. Gets called with the results of the camera view block test 1271 /// Callback for the Camera view block check. Gets called with the results of the camera view block test
1272 /// hitYN is true when there's something in the way. 1272 /// hitYN is true when there's something in the way.
1273 /// </summary> 1273 /// </summary>
1274 /// <param name="hitYN"></param> 1274 /// <param name="hitYN"></param>
1275 /// <param name="collisionPoint"></param> 1275 /// <param name="collisionPoint"></param>
1276 /// <param name="localid"></param> 1276 /// <param name="localid"></param>
1277 /// <param name="distance"></param> 1277 /// <param name="distance"></param>
1278 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1278 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1279 { 1279 {
1280 const float POSITION_TOLERANCE = 0.02f; 1280 const float POSITION_TOLERANCE = 0.02f;
1281 const float VELOCITY_TOLERANCE = 0.02f; 1281 const float VELOCITY_TOLERANCE = 0.02f;
1282 const float ROTATION_TOLERANCE = 0.02f; 1282 const float ROTATION_TOLERANCE = 0.02f;
1283 1283
1284 if (m_followCamAuto) 1284 if (m_followCamAuto)
1285 { 1285 {
1286 if (hitYN) 1286 if (hitYN)
1287 { 1287 {
1288 CameraConstraintActive = true; 1288 CameraConstraintActive = true;
1289 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1289 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance);
1290 1290
1291 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1291 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint);
1292 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1292 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint)));
1293 } 1293 }
1294 else 1294 else
1295 { 1295 {
1296 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1296 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1297 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1297 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
1298 !m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1298 !m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1299 { 1299 {
1300 if (CameraConstraintActive) 1300 if (CameraConstraintActive)
1301 { 1301 {
1302 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1302 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f));
1303 CameraConstraintActive = false; 1303 CameraConstraintActive = false;
1304 } 1304 }
1305 } 1305 }
1306 } 1306 }
1307 } 1307 }
1308 } 1308 }
1309 1309
1310 /// <summary> 1310 /// <summary>
1311 /// This is the event handler for client movement. If a client is moving, this event is triggering. 1311 /// This is the event handler for client movement. If a client is moving, this event is triggering.
1312 /// </summary> 1312 /// </summary>
1313 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1313 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1314 { 1314 {
1315 //if (m_isChildAgent) 1315 //if (m_isChildAgent)
1316 //{ 1316 //{
1317 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); 1317 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
1318 // return; 1318 // return;
1319 //} 1319 //}
1320 1320
1321 m_perfMonMS = Util.EnvironmentTickCount(); 1321 m_perfMonMS = Util.EnvironmentTickCount();
1322 1322
1323 ++m_movementUpdateCount; 1323 ++m_movementUpdateCount;
1324 if (m_movementUpdateCount < 1) 1324 if (m_movementUpdateCount < 1)
1325 m_movementUpdateCount = 1; 1325 m_movementUpdateCount = 1;
1326 1326
1327 #region Sanity Checking 1327 #region Sanity Checking
1328 1328
1329 // This is irritating. Really. 1329 // This is irritating. Really.
1330 if (!AbsolutePosition.IsFinite()) 1330 if (!AbsolutePosition.IsFinite())
1331 { 1331 {
1332 RemoveFromPhysicalScene(); 1332 RemoveFromPhysicalScene();
1333 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1333 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1334 1334
1335 m_pos = m_LastFinitePos; 1335 m_pos = m_LastFinitePos;
1336 1336
1337 if (!m_pos.IsFinite()) 1337 if (!m_pos.IsFinite())
1338 { 1338 {
1339 m_pos.X = 127f; 1339 m_pos.X = 127f;
1340 m_pos.Y = 127f; 1340 m_pos.Y = 127f;
1341 m_pos.Z = 127f; 1341 m_pos.Z = 127f;
1342 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999903"); 1342 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999903");
1343 } 1343 }
1344 1344
1345 AddToPhysicalScene(false); 1345 AddToPhysicalScene(false);
1346 } 1346 }
1347 else 1347 else
1348 { 1348 {
1349 m_LastFinitePos = m_pos; 1349 m_LastFinitePos = m_pos;
1350 } 1350 }
1351 1351
1352 #endregion Sanity Checking 1352 #endregion Sanity Checking
1353 1353
1354 #region Inputs 1354 #region Inputs
1355 1355
1356 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; 1356 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
1357 Quaternion bodyRotation = agentData.BodyRotation; 1357 Quaternion bodyRotation = agentData.BodyRotation;
1358 1358
1359 // Camera location in world. We'll need to raytrace 1359 // Camera location in world. We'll need to raytrace
1360 // from this location from time to time. 1360 // from this location from time to time.
1361 m_CameraCenter = agentData.CameraCenter; 1361 m_CameraCenter = agentData.CameraCenter;
1362 if (Vector3.Distance(m_lastCameraCenter, m_CameraCenter) >= Scene.RootReprioritizationDistance) 1362 if (Vector3.Distance(m_lastCameraCenter, m_CameraCenter) >= Scene.RootReprioritizationDistance)
1363 { 1363 {
1364 ReprioritizeUpdates(); 1364 ReprioritizeUpdates();
1365 m_lastCameraCenter = m_CameraCenter; 1365 m_lastCameraCenter = m_CameraCenter;
1366 } 1366 }
1367 1367
1368 // Use these three vectors to figure out what the agent is looking at 1368 // Use these three vectors to figure out what the agent is looking at
1369 // Convert it to a Matrix and/or Quaternion 1369 // Convert it to a Matrix and/or Quaternion
1370 m_CameraAtAxis = agentData.CameraAtAxis; 1370 m_CameraAtAxis = agentData.CameraAtAxis;
1371 m_CameraLeftAxis = agentData.CameraLeftAxis; 1371 m_CameraLeftAxis = agentData.CameraLeftAxis;
1372 m_CameraUpAxis = agentData.CameraUpAxis; 1372 m_CameraUpAxis = agentData.CameraUpAxis;
1373 1373
1374 // The Agent's Draw distance setting 1374 // The Agent's Draw distance setting
1375 m_DrawDistance = agentData.Far; 1375 m_DrawDistance = agentData.Far;
1376 1376
1377 // Check if Client has camera in 'follow cam' or 'build' mode. 1377 // Check if Client has camera in 'follow cam' or 'build' mode.
1378 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation); 1378 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation);
1379 1379
1380 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) 1380 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
1381 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; 1381 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1382 1382
1383 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1383 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1384 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1384 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1385 1385
1386 #endregion Inputs 1386 #endregion Inputs
1387 1387
1388 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) 1388 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
1389 { 1389 {
1390 StandUp(); 1390 StandUp();
1391 } 1391 }
1392 1392
1393 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); 1393 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1394 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 1394 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1395 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) 1395 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
1396 { 1396 {
1397 if (m_followCamAuto) 1397 if (m_followCamAuto)
1398 { 1398 {
1399 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1399 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1400 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1400 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1401 } 1401 }
1402 } 1402 }
1403 lock (scriptedcontrols) 1403 lock (scriptedcontrols)
1404 { 1404 {
1405 if (scriptedcontrols.Count > 0) 1405 if (scriptedcontrols.Count > 0)
1406 { 1406 {
1407 SendControlToScripts((uint)flags); 1407 SendControlToScripts((uint)flags);
1408 flags = RemoveIgnoredControls(flags, IgnoredControls); 1408 flags = RemoveIgnoredControls(flags, IgnoredControls);
1409 } 1409 }
1410 } 1410 }
1411 1411
1412 if (m_autopilotMoving) 1412 if (m_autopilotMoving)
1413 CheckAtSitTarget(); 1413 CheckAtSitTarget();
1414 1414
1415 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1415 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1416 { 1416 {
1417 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. 1417 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1418 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 1418 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1419 1419
1420 // TODO: This doesn't prevent the user from walking yet. 1420 // TODO: This doesn't prevent the user from walking yet.
1421 // Setting parent ID would fix this, if we knew what value 1421 // Setting parent ID would fix this, if we knew what value
1422 // to use. Or we could add a m_isSitting variable. 1422 // to use. Or we could add a m_isSitting variable.
1423 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 1423 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1424 SitGround = true; 1424 SitGround = true;
1425 } 1425 }
1426 1426
1427 // In the future, these values might need to go global. 1427 // In the future, these values might need to go global.
1428 // Here's where you get them. 1428 // Here's where you get them.
1429 m_AgentControlFlags = flags; 1429 m_AgentControlFlags = flags;
1430 m_headrotation = agentData.HeadRotation; 1430 m_headrotation = agentData.HeadRotation;
1431 m_state = agentData.State; 1431 m_state = agentData.State;
1432 1432
1433 PhysicsActor actor = PhysicsActor; 1433 PhysicsActor actor = PhysicsActor;
1434 if (actor == null) 1434 if (actor == null)
1435 { 1435 {
1436 return; 1436 return;
1437 } 1437 }
1438 1438
1439 bool update_movementflag = false; 1439 bool update_movementflag = false;
1440 1440
1441 if (m_allowMovement && !SitGround) 1441 if (m_allowMovement && !SitGround)
1442 { 1442 {
1443 if (agentData.UseClientAgentPosition) 1443 if (agentData.UseClientAgentPosition)
1444 { 1444 {
1445 m_moveToPositionInProgress = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f; 1445 m_moveToPositionInProgress = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f;
1446 m_moveToPositionTarget = agentData.ClientAgentPosition; 1446 m_moveToPositionTarget = agentData.ClientAgentPosition;
1447 } 1447 }
1448 1448
1449 int i = 0; 1449 int i = 0;
1450 1450
1451 bool update_rotation = false; 1451 bool update_rotation = false;
1452 bool DCFlagKeyPressed = false; 1452 bool DCFlagKeyPressed = false;
1453 Vector3 agent_control_v3 = Vector3.Zero; 1453 Vector3 agent_control_v3 = Vector3.Zero;
1454 Quaternion q = bodyRotation; 1454 Quaternion q = bodyRotation;
1455 1455
1456 bool oldflying = PhysicsActor.Flying; 1456 bool oldflying = PhysicsActor.Flying;
1457 1457
1458 if (m_forceFly) 1458 if (m_forceFly)
1459 actor.Flying = true; 1459 actor.Flying = true;
1460 else if (m_flyDisabled) 1460 else if (m_flyDisabled)
1461 actor.Flying = false; 1461 actor.Flying = false;
1462 else 1462 else
1463 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1463 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1464 1464
1465 if (actor.Flying != oldflying) 1465 if (actor.Flying != oldflying)
1466 update_movementflag = true; 1466 update_movementflag = true;
1467 1467
1468 if (q != m_bodyRot) 1468 if (q != m_bodyRot)
1469 { 1469 {
1470 m_bodyRot = q; 1470 m_bodyRot = q;
1471 update_rotation = true; 1471 update_rotation = true;
1472 } 1472 }
1473 1473
1474 //guilty until proven innocent.. 1474 //guilty until proven innocent..
1475 bool Nudging = true; 1475 bool Nudging = true;
1476 //Basically, if there is at least one non-nudge control then we don't need 1476 //Basically, if there is at least one non-nudge control then we don't need
1477 //to worry about stopping the avatar 1477 //to worry about stopping the avatar
1478 1478
1479 if (m_parentID == 0) 1479 if (m_parentID == 0)
1480 { 1480 {
1481 bool bAllowUpdateMoveToPosition = false; 1481 bool bAllowUpdateMoveToPosition = false;
1482 bool bResetMoveToPosition = false; 1482 bool bResetMoveToPosition = false;
1483 1483
1484 Vector3[] dirVectors; 1484 Vector3[] dirVectors;
1485 1485
1486 // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying 1486 // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying
1487 // this prevents 'jumping' in inappropriate situations. 1487 // this prevents 'jumping' in inappropriate situations.
1488 if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying)) 1488 if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying))
1489 dirVectors = GetWalkDirectionVectors(); 1489 dirVectors = GetWalkDirectionVectors();
1490 else 1490 else
1491 dirVectors = Dir_Vectors; 1491 dirVectors = Dir_Vectors;
1492 1492
1493 bool[] isNudge = GetDirectionIsNudge(); 1493 bool[] isNudge = GetDirectionIsNudge();
1494 1494
1495 1495
1496 1496
1497 1497
1498 1498
1499 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1499 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1500 { 1500 {
1501 if (((uint)flags & (uint)DCF) != 0) 1501 if (((uint)flags & (uint)DCF) != 0)
1502 { 1502 {
1503 bResetMoveToPosition = true; 1503 bResetMoveToPosition = true;
1504 DCFlagKeyPressed = true; 1504 DCFlagKeyPressed = true;
1505 try 1505 try
1506 { 1506 {
1507 agent_control_v3 += dirVectors[i]; 1507 agent_control_v3 += dirVectors[i];
1508 if (isNudge[i] == false) 1508 if (isNudge[i] == false)
1509 { 1509 {
1510 Nudging = false; 1510 Nudging = false;
1511 } 1511 }
1512 } 1512 }
1513 catch (IndexOutOfRangeException) 1513 catch (IndexOutOfRangeException)
1514 { 1514 {
1515 // Why did I get this? 1515 // Why did I get this?
1516 } 1516 }
1517 1517
1518 if ((m_movementflag & (uint)DCF) == 0) 1518 if ((m_movementflag & (uint)DCF) == 0)
1519 { 1519 {
1520 m_movementflag += (byte)(uint)DCF; 1520 m_movementflag += (byte)(uint)DCF;
1521 update_movementflag = true; 1521 update_movementflag = true;
1522 } 1522 }
1523 } 1523 }
1524 else 1524 else
1525 { 1525 {
1526 if ((m_movementflag & (uint)DCF) != 0) 1526 if ((m_movementflag & (uint)DCF) != 0)
1527 { 1527 {
1528 m_movementflag -= (byte)(uint)DCF; 1528 m_movementflag -= (byte)(uint)DCF;
1529 update_movementflag = true; 1529 update_movementflag = true;
1530 } 1530 }
1531 else 1531 else
1532 { 1532 {
1533 bAllowUpdateMoveToPosition = true; 1533 bAllowUpdateMoveToPosition = true;
1534 } 1534 }
1535 } 1535 }
1536 i++; 1536 i++;
1537 } 1537 }
1538 //Paupaw:Do Proper PID for Autopilot here 1538 //Paupaw:Do Proper PID for Autopilot here
1539 if (bResetMoveToPosition) 1539 if (bResetMoveToPosition)
1540 { 1540 {
1541 m_moveToPositionTarget = Vector3.Zero; 1541 m_moveToPositionTarget = Vector3.Zero;
1542 m_moveToPositionInProgress = false; 1542 m_moveToPositionInProgress = false;
1543 update_movementflag = true; 1543 update_movementflag = true;
1544 bAllowUpdateMoveToPosition = false; 1544 bAllowUpdateMoveToPosition = false;
1545 } 1545 }
1546 1546
1547 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving)) 1547 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving))
1548 { 1548 {
1549 //Check the error term of the current position in relation to the target position 1549 //Check the error term of the current position in relation to the target position
1550 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) 1550 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f)
1551 { 1551 {
1552 // we are close enough to the target 1552 // we are close enough to the target
1553 m_moveToPositionTarget = Vector3.Zero; 1553 m_moveToPositionTarget = Vector3.Zero;
1554 m_moveToPositionInProgress = false; 1554 m_moveToPositionInProgress = false;
1555 update_movementflag = true; 1555 update_movementflag = true;
1556 } 1556 }
1557 else 1557 else
1558 { 1558 {
1559 try 1559 try
1560 { 1560 {
1561 // move avatar in 2D at one meter/second towards target, in avatar coordinate frame. 1561 // move avatar in 2D at one meter/second towards target, in avatar coordinate frame.
1562 // This movement vector gets added to the velocity through AddNewMovement(). 1562 // This movement vector gets added to the velocity through AddNewMovement().
1563 // Theoretically we might need a more complex PID approach here if other 1563 // Theoretically we might need a more complex PID approach here if other
1564 // unknown forces are acting on the avatar and we need to adaptively respond 1564 // unknown forces are acting on the avatar and we need to adaptively respond
1565 // to such forces, but the following simple approach seems to works fine. 1565 // to such forces, but the following simple approach seems to works fine.
1566 Vector3 LocalVectorToTarget3D = 1566 Vector3 LocalVectorToTarget3D =
1567 (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords 1567 (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
1568 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords 1568 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords
1569 // Ignore z component of vector 1569 // Ignore z component of vector
1570 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1570 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1571 LocalVectorToTarget2D.Normalize(); 1571 LocalVectorToTarget2D.Normalize();
1572 1572
1573 //We're not nudging 1573 //We're not nudging
1574 Nudging = false; 1574 Nudging = false;
1575 agent_control_v3 += LocalVectorToTarget2D; 1575 agent_control_v3 += LocalVectorToTarget2D;
1576 1576
1577 // update avatar movement flags. the avatar coordinate system is as follows: 1577 // update avatar movement flags. the avatar coordinate system is as follows:
1578 // 1578 //
1579 // +X (forward) 1579 // +X (forward)
1580 // 1580 //
1581 // ^ 1581 // ^
1582 // | 1582 // |
1583 // | 1583 // |
1584 // | 1584 // |
1585 // | 1585 // |
1586 // (left) +Y <--------o--------> -Y 1586 // (left) +Y <--------o--------> -Y
1587 // avatar 1587 // avatar
1588 // | 1588 // |
1589 // | 1589 // |
1590 // | 1590 // |
1591 // | 1591 // |
1592 // v 1592 // v
1593 // -X 1593 // -X
1594 // 1594 //
1595 1595
1596 // based on the above avatar coordinate system, classify the movement into 1596 // based on the above avatar coordinate system, classify the movement into
1597 // one of left/right/back/forward. 1597 // one of left/right/back/forward.
1598 if (LocalVectorToTarget2D.Y > 0)//MoveLeft 1598 if (LocalVectorToTarget2D.Y > 0)//MoveLeft
1599 { 1599 {
1600 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; 1600 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1601 //AgentControlFlags 1601 //AgentControlFlags
1602 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; 1602 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1603 update_movementflag = true; 1603 update_movementflag = true;
1604 } 1604 }
1605 else if (LocalVectorToTarget2D.Y < 0) //MoveRight 1605 else if (LocalVectorToTarget2D.Y < 0) //MoveRight
1606 { 1606 {
1607 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; 1607 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1608 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; 1608 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1609 update_movementflag = true; 1609 update_movementflag = true;
1610 } 1610 }
1611 if (LocalVectorToTarget2D.X < 0) //MoveBack 1611 if (LocalVectorToTarget2D.X < 0) //MoveBack
1612 { 1612 {
1613 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; 1613 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1614 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; 1614 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1615 update_movementflag = true; 1615 update_movementflag = true;
1616 } 1616 }
1617 else if (LocalVectorToTarget2D.X > 0) //Move Forward 1617 else if (LocalVectorToTarget2D.X > 0) //Move Forward
1618 { 1618 {
1619 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; 1619 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1620 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; 1620 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1621 update_movementflag = true; 1621 update_movementflag = true;
1622 } 1622 }
1623 } 1623 }
1624 catch (Exception e) 1624 catch (Exception e)
1625 { 1625 {
1626 //Avoid system crash, can be slower but... 1626 //Avoid system crash, can be slower but...
1627 m_log.DebugFormat("Crash! {0}", e.ToString()); 1627 m_log.DebugFormat("Crash! {0}", e.ToString());
1628 } 1628 }
1629 } 1629 }
1630 } 1630 }
1631 } 1631 }
1632 1632
1633 // Cause the avatar to stop flying if it's colliding 1633 // Cause the avatar to stop flying if it's colliding
1634 // with something with the down arrow pressed. 1634 // with something with the down arrow pressed.
1635 1635
1636 // Only do this if we're flying 1636 // Only do this if we're flying
1637 if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) 1637 if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly)
1638 { 1638 {
1639 // Landing detection code 1639 // Landing detection code
1640 1640
1641 // Are the landing controls requirements filled? 1641 // Are the landing controls requirements filled?
1642 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || 1642 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
1643 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 1643 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
1644 1644
1645 // Are the collision requirements fulfilled? 1645 // Are the collision requirements fulfilled?
1646 bool colliding = (m_physicsActor.IsColliding == true); 1646 bool colliding = (m_physicsActor.IsColliding == true);
1647 1647
1648 if (m_physicsActor.Flying && colliding && controlland) 1648 if (m_physicsActor.Flying && colliding && controlland)
1649 { 1649 {
1650 // nesting this check because LengthSquared() is expensive and we don't 1650 // nesting this check because LengthSquared() is expensive and we don't
1651 // want to do it every step when flying. 1651 // want to do it every step when flying.
1652 if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) 1652 if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
1653 StopFlying(); 1653 StopFlying();
1654 } 1654 }
1655 } 1655 }
1656 1656
1657 if (update_movementflag || (update_rotation && DCFlagKeyPressed)) 1657 if (update_movementflag || (update_rotation && DCFlagKeyPressed))
1658 { 1658 {
1659 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed)); 1659 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
1660 // m_log.DebugFormat( 1660 // m_log.DebugFormat(
1661 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1661 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1662 1662
1663 AddNewMovement(agent_control_v3, q, Nudging); 1663 AddNewMovement(agent_control_v3, q, Nudging);
1664 1664
1665 1665
1666 } 1666 }
1667 } 1667 }
1668 1668
1669 if (update_movementflag && !SitGround) 1669 if (update_movementflag && !SitGround)
1670 Animator.UpdateMovementAnimations(); 1670 Animator.UpdateMovementAnimations();
1671 1671
1672 m_scene.EventManager.TriggerOnClientMovement(this); 1672 m_scene.EventManager.TriggerOnClientMovement(this);
1673 1673
1674 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 1674 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
1675 } 1675 }
1676 1676
1677 public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client) 1677 public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client)
1678 { 1678 {
1679 m_autopilotMoving = true; 1679 m_autopilotMoving = true;
1680 m_autoPilotTarget = Pos; 1680 m_autoPilotTarget = Pos;
1681 m_sitAtAutoTarget = false; 1681 m_sitAtAutoTarget = false;
1682 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1682 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1683 //proxy.PCode = (byte)PCode.ParticleSystem; 1683 //proxy.PCode = (byte)PCode.ParticleSystem;
1684 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1684 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1685 proxyObjectGroup.AttachToScene(m_scene); 1685 proxyObjectGroup.AttachToScene(m_scene);
1686 1686
1687 // Commented out this code since it could never have executed, but might still be informative. 1687 // Commented out this code since it could never have executed, but might still be informative.
1688// if (proxyObjectGroup != null) 1688// if (proxyObjectGroup != null)
1689// { 1689// {
1690 proxyObjectGroup.SendGroupFullUpdate(); 1690 proxyObjectGroup.SendGroupFullUpdate();
1691 remote_client.SendSitResponse(proxyObjectGroup.UUID, Vector3.Zero, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false); 1691 remote_client.SendSitResponse(proxyObjectGroup.UUID, Vector3.Zero, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false);
1692 m_scene.DeleteSceneObject(proxyObjectGroup, false); 1692 m_scene.DeleteSceneObject(proxyObjectGroup, false);
1693// } 1693// }
1694// else 1694// else
1695// { 1695// {
1696// m_autopilotMoving = false; 1696// m_autopilotMoving = false;
1697// m_autoPilotTarget = Vector3.Zero; 1697// m_autoPilotTarget = Vector3.Zero;
1698// ControllingClient.SendAlertMessage("Autopilot cancelled"); 1698// ControllingClient.SendAlertMessage("Autopilot cancelled");
1699// } 1699// }
1700 } 1700 }
1701 1701
1702 public void DoMoveToPosition(Object sender, string method, List<String> args) 1702 public void DoMoveToPosition(Object sender, string method, List<String> args)
1703 { 1703 {
1704 try 1704 try
1705 { 1705 {
1706 float locx = 0f; 1706 float locx = 0f;
1707 float locy = 0f; 1707 float locy = 0f;
1708 float locz = 0f; 1708 float locz = 0f;
1709 uint regionX = 0; 1709 uint regionX = 0;
1710 uint regionY = 0; 1710 uint regionY = 0;
1711 try 1711 try
1712 { 1712 {
1713 Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY); 1713 Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY);
1714 locx = Convert.ToSingle(args[0]) - (float)regionX; 1714 locx = Convert.ToSingle(args[0]) - (float)regionX;
1715 locy = Convert.ToSingle(args[1]) - (float)regionY; 1715 locy = Convert.ToSingle(args[1]) - (float)regionY;
1716 locz = Convert.ToSingle(args[2]); 1716 locz = Convert.ToSingle(args[2]);
1717 } 1717 }
1718 catch (InvalidCastException) 1718 catch (InvalidCastException)
1719 { 1719 {
1720 m_log.Error("[CLIENT]: Invalid autopilot request"); 1720 m_log.Error("[CLIENT]: Invalid autopilot request");
1721 return; 1721 return;
1722 } 1722 }
1723 m_moveToPositionInProgress = true; 1723 m_moveToPositionInProgress = true;
1724 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1724 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1725 } 1725 }
1726 catch (Exception ex) 1726 catch (Exception ex)
1727 { 1727 {
1728 //Why did I get this error? 1728 //Why did I get this error?
1729 m_log.Error("[SCENEPRESENCE]: DoMoveToPosition" + ex); 1729 m_log.Error("[SCENEPRESENCE]: DoMoveToPosition" + ex);
1730 } 1730 }
1731 } 1731 }
1732 1732
1733 private void CheckAtSitTarget() 1733 private void CheckAtSitTarget()
1734 { 1734 {
1735 //m_log.Debug("[AUTOPILOT]: " + Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget).ToString()); 1735 //m_log.Debug("[AUTOPILOT]: " + Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget).ToString());
1736 if (Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget) <= 1.5) 1736 if (Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget) <= 1.5)
1737 { 1737 {
1738 if (m_sitAtAutoTarget) 1738 if (m_sitAtAutoTarget)
1739 { 1739 {
1740 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetUUID); 1740 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetUUID);
1741 if (part != null) 1741 if (part != null)
1742 { 1742 {
1743 AbsolutePosition = part.AbsolutePosition; 1743 AbsolutePosition = part.AbsolutePosition;
1744 Velocity = Vector3.Zero; 1744 Velocity = Vector3.Zero;
1745 SendFullUpdateToAllClients(); 1745 SendFullUpdateToAllClients();
1746 1746
1747 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? 1747 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1748 } 1748 }
1749 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1749 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1750 m_requestedSitTargetUUID = UUID.Zero; 1750 m_requestedSitTargetUUID = UUID.Zero;
1751 } 1751 }
1752 /* 1752 /*
1753 else 1753 else
1754 { 1754 {
1755 //ControllingClient.SendAlertMessage("Autopilot cancelled"); 1755 //ControllingClient.SendAlertMessage("Autopilot cancelled");
1756 //SendTerseUpdateToAllClients(); 1756 //SendTerseUpdateToAllClients();
1757 //PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1757 //PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1758 //proxy.PCode = (byte)PCode.ParticleSystem; 1758 //proxy.PCode = (byte)PCode.ParticleSystem;
1759 ////uint nextUUID = m_scene.NextLocalId; 1759 ////uint nextUUID = m_scene.NextLocalId;
1760 1760
1761 //proxyObjectGroup = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, UUID, nextUUID, m_autoPilotTarget, Quaternion.Identity, proxy); 1761 //proxyObjectGroup = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, UUID, nextUUID, m_autoPilotTarget, Quaternion.Identity, proxy);
1762 //if (proxyObjectGroup != null) 1762 //if (proxyObjectGroup != null)
1763 //{ 1763 //{
1764 //proxyObjectGroup.SendGroupFullUpdate(); 1764 //proxyObjectGroup.SendGroupFullUpdate();
1765 //ControllingClient.SendSitResponse(UUID.Zero, m_autoPilotTarget, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false); 1765 //ControllingClient.SendSitResponse(UUID.Zero, m_autoPilotTarget, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false);
1766 //m_scene.DeleteSceneObject(proxyObjectGroup); 1766 //m_scene.DeleteSceneObject(proxyObjectGroup);
1767 //} 1767 //}
1768 } 1768 }
1769 */ 1769 */
1770 m_autoPilotTarget = Vector3.Zero; 1770 m_autoPilotTarget = Vector3.Zero;
1771 m_autopilotMoving = false; 1771 m_autopilotMoving = false;
1772 } 1772 }
1773 } 1773 }
1774 /// <summary> 1774 /// <summary>
1775 /// Perform the logic necessary to stand the avatar up. This method also executes 1775 /// Perform the logic necessary to stand the avatar up. This method also executes
1776 /// the stand animation. 1776 /// the stand animation.
1777 /// </summary> 1777 /// </summary>
1778 public void StandUp() 1778 public void StandUp()
1779 { 1779 {
1780 SitGround = false; 1780 SitGround = false;
1781 1781
1782 if (m_parentID != 0) 1782 if (m_parentID != 0)
1783 { 1783 {
1784 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); 1784 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1785 if (part != null) 1785 if (part != null)
1786 { 1786 {
1787 part.TaskInventory.LockItemsForRead(true); 1787 part.TaskInventory.LockItemsForRead(true);
1788 TaskInventoryDictionary taskIDict = part.TaskInventory; 1788 TaskInventoryDictionary taskIDict = part.TaskInventory;
1789 if (taskIDict != null) 1789 if (taskIDict != null)
1790 { 1790 {
1791 foreach (UUID taskID in taskIDict.Keys) 1791 foreach (UUID taskID in taskIDict.Keys)
1792 { 1792 {
1793 UnRegisterControlEventsToScript(LocalId, taskID); 1793 UnRegisterControlEventsToScript(LocalId, taskID);
1794 taskIDict[taskID].PermsMask &= ~( 1794 taskIDict[taskID].PermsMask &= ~(
1795 2048 | //PERMISSION_CONTROL_CAMERA 1795 2048 | //PERMISSION_CONTROL_CAMERA
1796 4); // PERMISSION_TAKE_CONTROLS 1796 4); // PERMISSION_TAKE_CONTROLS
1797 } 1797 }
1798 } 1798 }
1799 part.TaskInventory.LockItemsForRead(false); 1799 part.TaskInventory.LockItemsForRead(false);
1800 // Reset sit target. 1800 // Reset sit target.
1801 if (part.GetAvatarOnSitTarget() == UUID) 1801 if (part.GetAvatarOnSitTarget() == UUID)
1802 part.SetAvatarOnSitTarget(UUID.Zero); 1802 part.SetAvatarOnSitTarget(UUID.Zero);
1803 m_parentPosition = part.GetWorldPosition(); 1803 m_parentPosition = part.GetWorldPosition();
1804 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1804 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1805 } 1805 }
1806 // part.GetWorldRotation() is the rotation of the object being sat on 1806 // part.GetWorldRotation() is the rotation of the object being sat on
1807 // Rotation is the sittiing Av's rotation 1807 // Rotation is the sittiing Av's rotation
1808 1808
1809 Quaternion partRot; 1809 Quaternion partRot;
1810// if (part.LinkNum == 1) 1810// if (part.LinkNum == 1)
1811// { // Root prim of linkset 1811// { // Root prim of linkset
1812// partRot = part.ParentGroup.RootPart.RotationOffset; 1812// partRot = part.ParentGroup.RootPart.RotationOffset;
1813// } 1813// }
1814// else 1814// else
1815// { // single or child prim 1815// { // single or child prim
1816 1816
1817// } 1817// }
1818 if (part == null) //CW: Part may be gone. llDie() for example. 1818 if (part == null) //CW: Part may be gone. llDie() for example.
1819 { 1819 {
1820 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); 1820 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1821 } 1821 }
1822 else 1822 else
1823 { 1823 {
1824 partRot = part.GetWorldRotation(); 1824 partRot = part.GetWorldRotation();
1825 } 1825 }
1826 1826
1827 Quaternion partIRot = Quaternion.Inverse(partRot); 1827 Quaternion partIRot = Quaternion.Inverse(partRot);
1828 1828
1829 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av 1829 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1830 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av 1830 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1831 1831
1832 1832
1833 if (m_physicsActor == null) 1833 if (m_physicsActor == null)
1834 { 1834 {
1835 AddToPhysicalScene(false); 1835 AddToPhysicalScene(false);
1836 } 1836 }
1837 //CW: If the part isn't null then we can set the current position 1837 //CW: If the part isn't null then we can set the current position
1838 if (part != null) 1838 if (part != null)
1839 { 1839 {
1840 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset! 1840 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1841 AbsolutePosition = avWorldStandUp; //KF: Fix stand up. 1841 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1842 part.IsOccupied = false; 1842 part.IsOccupied = false;
1843 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); 1843 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1844 } 1844 }
1845 else 1845 else
1846 { 1846 {
1847 //CW: Since the part doesn't exist, a coarse standup position isn't an issue 1847 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1848 AbsolutePosition = m_lastWorldPosition; 1848 AbsolutePosition = m_lastWorldPosition;
1849 } 1849 }
1850 1850
1851 m_parentPosition = Vector3.Zero; 1851 m_parentPosition = Vector3.Zero;
1852 m_parentID = 0; 1852 m_parentID = 0;
1853 m_linkedPrim = UUID.Zero; 1853 m_linkedPrim = UUID.Zero;
1854 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); 1854 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1855 SendFullUpdateToAllClients(); 1855 SendFullUpdateToAllClients();
1856 m_requestedSitTargetID = 0; 1856 m_requestedSitTargetID = 0;
1857 1857
1858 if ((m_physicsActor != null) && (m_avHeight > 0)) 1858 if ((m_physicsActor != null) && (m_avHeight > 0))
1859 { 1859 {
1860 SetHeight(m_avHeight); 1860 SetHeight(m_avHeight);
1861 } 1861 }
1862 } 1862 }
1863 Animator.TrySetMovementAnimation("STAND"); 1863 Animator.TrySetMovementAnimation("STAND");
1864 } 1864 }
1865 1865
1866 private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) 1866 private SceneObjectPart FindNextAvailableSitTarget(UUID targetID)
1867 { 1867 {
1868 SceneObjectPart targetPart = m_scene.GetSceneObjectPart(targetID); 1868 SceneObjectPart targetPart = m_scene.GetSceneObjectPart(targetID);
1869 if (targetPart == null) 1869 if (targetPart == null)
1870 return null; 1870 return null;
1871 1871
1872 // If the primitive the player clicked on has a sit target and that sit target is not full, that sit target is used. 1872 // If the primitive the player clicked on has a sit target and that sit target is not full, that sit target is used.
1873 // If the primitive the player clicked on has no sit target, and one or more other linked objects have sit targets that are not full, the sit target of the object with the lowest link number will be used. 1873 // If the primitive the player clicked on has no sit target, and one or more other linked objects have sit targets that are not full, the sit target of the object with the lowest link number will be used.
1874 1874
1875 // Get our own copy of the part array, and sort into the order we want to test 1875 // Get our own copy of the part array, and sort into the order we want to test
1876 SceneObjectPart[] partArray = targetPart.ParentGroup.GetParts(); 1876 SceneObjectPart[] partArray = targetPart.ParentGroup.GetParts();
1877 Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2) 1877 Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2)
1878 { 1878 {
1879 // we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1) 1879 // we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1)
1880 int linkNum1 = p1==targetPart ? -1 : p1.LinkNum; 1880 int linkNum1 = p1==targetPart ? -1 : p1.LinkNum;
1881 int linkNum2 = p2==targetPart ? -1 : p2.LinkNum; 1881 int linkNum2 = p2==targetPart ? -1 : p2.LinkNum;
1882 return linkNum1 - linkNum2; 1882 return linkNum1 - linkNum2;
1883 } 1883 }
1884 ); 1884 );
1885 1885
1886 //look for prims with explicit sit targets that are available 1886 //look for prims with explicit sit targets that are available
1887 foreach (SceneObjectPart part in partArray) 1887 foreach (SceneObjectPart part in partArray)
1888 { 1888 {
1889 // Is a sit target available? 1889 // Is a sit target available?
1890 Vector3 avSitOffSet = part.SitTargetPosition; 1890 Vector3 avSitOffSet = part.SitTargetPosition;
1891 Quaternion avSitOrientation = part.SitTargetOrientation; 1891 Quaternion avSitOrientation = part.SitTargetOrientation;
1892 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1892 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1893 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); 1893 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1894 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. 1894 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1895 if (SitTargetisSet && !SitTargetOccupied) 1895 if (SitTargetisSet && !SitTargetOccupied)
1896 { 1896 {
1897 //switch the target to this prim 1897 //switch the target to this prim
1898 return part; 1898 return part;
1899 } 1899 }
1900 } 1900 }
1901 1901
1902 // no explicit sit target found - use original target 1902 // no explicit sit target found - use original target
1903 return targetPart; 1903 return targetPart;
1904 } 1904 }
1905 1905
1906 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1906 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1907 { 1907 {
1908 bool autopilot = true; 1908 bool autopilot = true;
1909 Vector3 autopilotTarget = new Vector3(); 1909 Vector3 autopilotTarget = new Vector3();
1910 Quaternion sitOrientation = Quaternion.Identity; 1910 Quaternion sitOrientation = Quaternion.Identity;
1911 Vector3 pos = new Vector3(); 1911 Vector3 pos = new Vector3();
1912 Vector3 cameraEyeOffset = Vector3.Zero; 1912 Vector3 cameraEyeOffset = Vector3.Zero;
1913 Vector3 cameraAtOffset = Vector3.Zero; 1913 Vector3 cameraAtOffset = Vector3.Zero;
1914 bool forceMouselook = false; 1914 bool forceMouselook = false;
1915 1915
1916 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1916 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1917 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1917 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1918 if (part == null) return; 1918 if (part == null) return;
1919 1919
1920 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1920 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1921 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1921 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1922 1922
1923 // part is the prim to sit on 1923 // part is the prim to sit on
1924 // offset is the world-ref vector distance from that prim center to the click-spot 1924 // offset is the world-ref vector distance from that prim center to the click-spot
1925 // UUID is the UUID of the Avatar doing the clicking 1925 // UUID is the UUID of the Avatar doing the clicking
1926 1926
1927 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation 1927 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1928 1928
1929 // Is a sit target available? 1929 // Is a sit target available?
1930 Vector3 avSitOffSet = part.SitTargetPosition; 1930 Vector3 avSitOffSet = part.SitTargetPosition;
1931 Quaternion avSitOrientation = part.SitTargetOrientation; 1931 Quaternion avSitOrientation = part.SitTargetOrientation;
1932 1932
1933 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. 1933 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1934 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); 1934 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1935 Quaternion partRot; 1935 Quaternion partRot;
1936// if (part.LinkNum == 1) 1936// if (part.LinkNum == 1)
1937// { // Root prim of linkset 1937// { // Root prim of linkset
1938// partRot = part.ParentGroup.RootPart.RotationOffset; 1938// partRot = part.ParentGroup.RootPart.RotationOffset;
1939// } 1939// }
1940// else 1940// else
1941// { // single or child prim 1941// { // single or child prim
1942 partRot = part.GetWorldRotation(); 1942 partRot = part.GetWorldRotation();
1943// } 1943// }
1944 Quaternion partIRot = Quaternion.Inverse(partRot); 1944 Quaternion partIRot = Quaternion.Inverse(partRot);
1945//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); 1945//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1946 // Sit analysis rewritten by KF 091125 1946 // Sit analysis rewritten by KF 091125
1947 if (SitTargetisSet) // scipted sit 1947 if (SitTargetisSet) // scipted sit
1948 { 1948 {
1949 if (!part.IsOccupied) 1949 if (!part.IsOccupied)
1950 { 1950 {
1951//Console.WriteLine("Scripted, unoccupied"); 1951//Console.WriteLine("Scripted, unoccupied");
1952 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it 1952 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1953 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one 1953 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1954 1954
1955 Quaternion nrot = avSitOrientation; 1955 Quaternion nrot = avSitOrientation;
1956 if (!part.IsRoot) 1956 if (!part.IsRoot)
1957 { 1957 {
1958 nrot = part.RotationOffset * avSitOrientation; 1958 nrot = part.RotationOffset * avSitOrientation;
1959 } 1959 }
1960 sitOrientation = nrot; // Change rotatione to the scripted one 1960 sitOrientation = nrot; // Change rotatione to the scripted one
1961 OffsetRotation = nrot; 1961 OffsetRotation = nrot;
1962 autopilot = false; // Jump direct to scripted llSitPos() 1962 autopilot = false; // Jump direct to scripted llSitPos()
1963 } 1963 }
1964 else 1964 else
1965 { 1965 {
1966//Console.WriteLine("Scripted, occupied"); 1966//Console.WriteLine("Scripted, occupied");
1967 return; 1967 return;
1968 } 1968 }
1969 } 1969 }
1970 else // Not Scripted 1970 else // Not Scripted
1971 { 1971 {
1972 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) 1972 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1973 { 1973 {
1974 // large prim & offset, ignore if other Avs sitting 1974 // large prim & offset, ignore if other Avs sitting
1975// offset.Z -= 0.05f; 1975// offset.Z -= 0.05f;
1976 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked 1976 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1977 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point 1977 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1978 1978
1979//Console.WriteLine(" offset ={0}", offset); 1979//Console.WriteLine(" offset ={0}", offset);
1980//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); 1980//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1981//Console.WriteLine(" autopilotTarget={0}", autopilotTarget); 1981//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1982 1982
1983 } 1983 }
1984 else // small offset 1984 else // small offset
1985 { 1985 {
1986//Console.WriteLine("Small offset"); 1986//Console.WriteLine("Small offset");
1987 if (!part.IsOccupied) 1987 if (!part.IsOccupied)
1988 { 1988 {
1989 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center 1989 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1990 autopilotTarget = part.AbsolutePosition; 1990 autopilotTarget = part.AbsolutePosition;
1991//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); 1991//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1992 } 1992 }
1993 else return; // occupied small 1993 else return; // occupied small
1994 } // end large/small 1994 } // end large/small
1995 } // end Scripted/not 1995 } // end Scripted/not
1996 cameraAtOffset = part.GetCameraAtOffset(); 1996 cameraAtOffset = part.GetCameraAtOffset();
1997 cameraEyeOffset = part.GetCameraEyeOffset(); 1997 cameraEyeOffset = part.GetCameraEyeOffset();
1998 forceMouselook = part.GetForceMouselook(); 1998 forceMouselook = part.GetForceMouselook();
1999 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // 1999 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2000 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // 2000 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2001 2001
2002 if (m_physicsActor != null) 2002 if (m_physicsActor != null)
2003 { 2003 {
2004 // If we're not using the client autopilot, we're immediately warping the avatar to the location 2004 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2005 // We can remove the physicsActor until they stand up. 2005 // We can remove the physicsActor until they stand up.
2006 m_sitAvatarHeight = m_physicsActor.Size.Z; 2006 m_sitAvatarHeight = m_physicsActor.Size.Z;
2007 if (autopilot) 2007 if (autopilot)
2008 { // its not a scripted sit 2008 { // its not a scripted sit
2009// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) 2009// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2010 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) ) 2010 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
2011 { 2011 {
2012 autopilot = false; // close enough 2012 autopilot = false; // close enough
2013 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. 2013 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2014 Not using the part's position because returning the AV to the last known standing 2014 Not using the part's position because returning the AV to the last known standing
2015 position is likely to be more friendly, isn't it? */ 2015 position is likely to be more friendly, isn't it? */
2016 RemoveFromPhysicalScene(); 2016 RemoveFromPhysicalScene();
2017 Velocity = Vector3.Zero; 2017 Velocity = Vector3.Zero;
2018 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target 2018 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2019 } // else the autopilot will get us close 2019 } // else the autopilot will get us close
2020 } 2020 }
2021 else 2021 else
2022 { // its a scripted sit 2022 { // its a scripted sit
2023 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. 2023 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2024 I *am* using the part's position this time because we have no real idea how far away 2024 I *am* using the part's position this time because we have no real idea how far away
2025 the avatar is from the sit target. */ 2025 the avatar is from the sit target. */
2026 RemoveFromPhysicalScene(); 2026 RemoveFromPhysicalScene();
2027 Velocity = Vector3.Zero; 2027 Velocity = Vector3.Zero;
2028 } 2028 }
2029 } 2029 }
2030 else return; // physactor is null! 2030 else return; // physactor is null!
2031 2031
2032 Vector3 offsetr; // = offset * partIRot; 2032 Vector3 offsetr; // = offset * partIRot;
2033 // KF: In a linkset, offsetr needs to be relative to the group root! 091208 2033 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2034 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); 2034 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2035 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. 2035 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2036 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot 2036 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2037 //offsetr = offset * partIRot; 2037 //offsetr = offset * partIRot;
2038// 2038//
2039 // else 2039 // else
2040 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) 2040 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2041 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + 2041 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2042 // (offset * partRot); 2042 // (offset * partRot);
2043 // } 2043 // }
2044 2044
2045//Console.WriteLine(" "); 2045//Console.WriteLine(" ");
2046//Console.WriteLine("link number ={0}", part.LinkNum); 2046//Console.WriteLine("link number ={0}", part.LinkNum);
2047//Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); 2047//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2048//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); 2048//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2049//Console.WriteLine("Click offst ={0}", offset); 2049//Console.WriteLine("Click offst ={0}", offset);
2050//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); 2050//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2051//Console.WriteLine("offsetr ={0}", offsetr); 2051//Console.WriteLine("offsetr ={0}", offsetr);
2052//Console.WriteLine("Camera At ={0}", cameraAtOffset); 2052//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2053//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); 2053//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2054 2054
2055 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child 2055 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2056 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2056 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2057 2057
2058 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target 2058 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
2059 // This calls HandleAgentSit twice, once from here, and the client calls 2059 // This calls HandleAgentSit twice, once from here, and the client calls
2060 // HandleAgentSit itself after it gets to the location 2060 // HandleAgentSit itself after it gets to the location
2061 // It doesn't get to the location until we've moved them there though 2061 // It doesn't get to the location until we've moved them there though
2062 // which happens in HandleAgentSit :P 2062 // which happens in HandleAgentSit :P
2063 m_autopilotMoving = autopilot; 2063 m_autopilotMoving = autopilot;
2064 m_autoPilotTarget = autopilotTarget; 2064 m_autoPilotTarget = autopilotTarget;
2065 m_sitAtAutoTarget = autopilot; 2065 m_sitAtAutoTarget = autopilot;
2066 m_initialSitTarget = autopilotTarget; 2066 m_initialSitTarget = autopilotTarget;
2067 if (!autopilot) 2067 if (!autopilot)
2068 HandleAgentSit(remoteClient, UUID); 2068 HandleAgentSit(remoteClient, UUID);
2069 } 2069 }
2070 2070
2071 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2071 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
2072 { 2072 {
2073 if (m_parentID != 0) 2073 if (m_parentID != 0)
2074 { 2074 {
2075 StandUp(); 2075 StandUp();
2076 } 2076 }
2077 m_nextSitAnimation = "SIT"; 2077 m_nextSitAnimation = "SIT";
2078 2078
2079 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2079 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
2080 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2080 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
2081 2081
2082 if (part != null) 2082 if (part != null)
2083 { 2083 {
2084 if (!String.IsNullOrEmpty(part.SitAnimation)) 2084 if (!String.IsNullOrEmpty(part.SitAnimation))
2085 { 2085 {
2086 m_nextSitAnimation = part.SitAnimation; 2086 m_nextSitAnimation = part.SitAnimation;
2087 } 2087 }
2088 m_requestedSitTargetID = part.LocalId; 2088 m_requestedSitTargetID = part.LocalId;
2089 //m_requestedSitOffset = offset; 2089 //m_requestedSitOffset = offset;
2090 m_requestedSitTargetUUID = targetID; 2090 m_requestedSitTargetUUID = targetID;
2091 2091
2092 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset); 2092 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2093 2093
2094 if (m_scene.PhysicsScene.SupportsRayCast()) 2094 if (m_scene.PhysicsScene.SupportsRayCast())
2095 { 2095 {
2096 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback()); 2096 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2097 //SitRayCastAvatarPosition(part); 2097 //SitRayCastAvatarPosition(part);
2098 //return; 2098 //return;
2099 } 2099 }
2100 } 2100 }
2101 else 2101 else
2102 { 2102 {
2103 2103
2104 m_log.Warn("Sit requested on unknown object: " + targetID.ToString()); 2104 m_log.Warn("Sit requested on unknown object: " + targetID.ToString());
2105 } 2105 }
2106 2106
2107 2107
2108 2108
2109 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity); 2109 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity);
2110 } 2110 }
2111 /* 2111 /*
2112 public void SitRayCastAvatarPosition(SceneObjectPart part) 2112 public void SitRayCastAvatarPosition(SceneObjectPart part)
2113 { 2113 {
2114 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2114 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2115 Vector3 StartRayCastPosition = AbsolutePosition; 2115 Vector3 StartRayCastPosition = AbsolutePosition;
2116 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2116 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2117 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2117 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2118 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse); 2118 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2119 } 2119 }
2120 2120
2121 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2121 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2122 { 2122 {
2123 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2123 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2124 if (part != null) 2124 if (part != null)
2125 { 2125 {
2126 if (hitYN) 2126 if (hitYN)
2127 { 2127 {
2128 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2128 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2129 { 2129 {
2130 SitRaycastFindEdge(collisionPoint, normal); 2130 SitRaycastFindEdge(collisionPoint, normal);
2131 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 2131 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2132 } 2132 }
2133 else 2133 else
2134 { 2134 {
2135 SitRayCastAvatarPositionCameraZ(part); 2135 SitRayCastAvatarPositionCameraZ(part);
2136 } 2136 }
2137 } 2137 }
2138 else 2138 else
2139 { 2139 {
2140 SitRayCastAvatarPositionCameraZ(part); 2140 SitRayCastAvatarPositionCameraZ(part);
2141 } 2141 }
2142 } 2142 }
2143 else 2143 else
2144 { 2144 {
2145 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2145 ControllingClient.SendAlertMessage("Sit position no longer exists");
2146 m_requestedSitTargetUUID = UUID.Zero; 2146 m_requestedSitTargetUUID = UUID.Zero;
2147 m_requestedSitTargetID = 0; 2147 m_requestedSitTargetID = 0;
2148 m_requestedSitOffset = Vector3.Zero; 2148 m_requestedSitOffset = Vector3.Zero;
2149 } 2149 }
2150 2150
2151 } 2151 }
2152 2152
2153 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part) 2153 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part)
2154 { 2154 {
2155 // Next, try to raycast from the camera Z position 2155 // Next, try to raycast from the camera Z position
2156 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2156 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2157 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z; 2157 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2158 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2158 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2159 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2159 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2160 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse); 2160 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2161 } 2161 }
2162 2162
2163 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2163 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2164 { 2164 {
2165 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2165 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2166 if (part != null) 2166 if (part != null)
2167 { 2167 {
2168 if (hitYN) 2168 if (hitYN)
2169 { 2169 {
2170 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2170 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2171 { 2171 {
2172 SitRaycastFindEdge(collisionPoint, normal); 2172 SitRaycastFindEdge(collisionPoint, normal);
2173 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal); 2173 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2174 } 2174 }
2175 else 2175 else
2176 { 2176 {
2177 SitRayCastCameraPosition(part); 2177 SitRayCastCameraPosition(part);
2178 } 2178 }
2179 } 2179 }
2180 else 2180 else
2181 { 2181 {
2182 SitRayCastCameraPosition(part); 2182 SitRayCastCameraPosition(part);
2183 } 2183 }
2184 } 2184 }
2185 else 2185 else
2186 { 2186 {
2187 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2187 ControllingClient.SendAlertMessage("Sit position no longer exists");
2188 m_requestedSitTargetUUID = UUID.Zero; 2188 m_requestedSitTargetUUID = UUID.Zero;
2189 m_requestedSitTargetID = 0; 2189 m_requestedSitTargetID = 0;
2190 m_requestedSitOffset = Vector3.Zero; 2190 m_requestedSitOffset = Vector3.Zero;
2191 } 2191 }
2192 2192
2193 } 2193 }
2194 2194
2195 public void SitRayCastCameraPosition(SceneObjectPart part) 2195 public void SitRayCastCameraPosition(SceneObjectPart part)
2196 { 2196 {
2197 // Next, try to raycast from the camera position 2197 // Next, try to raycast from the camera position
2198 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2198 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2199 Vector3 StartRayCastPosition = CameraPosition; 2199 Vector3 StartRayCastPosition = CameraPosition;
2200 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2200 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2201 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2201 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2202 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse); 2202 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2203 } 2203 }
2204 2204
2205 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2205 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2206 { 2206 {
2207 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2207 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2208 if (part != null) 2208 if (part != null)
2209 { 2209 {
2210 if (hitYN) 2210 if (hitYN)
2211 { 2211 {
2212 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2212 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2213 { 2213 {
2214 SitRaycastFindEdge(collisionPoint, normal); 2214 SitRaycastFindEdge(collisionPoint, normal);
2215 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 2215 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2216 } 2216 }
2217 else 2217 else
2218 { 2218 {
2219 SitRayHorizontal(part); 2219 SitRayHorizontal(part);
2220 } 2220 }
2221 } 2221 }
2222 else 2222 else
2223 { 2223 {
2224 SitRayHorizontal(part); 2224 SitRayHorizontal(part);
2225 } 2225 }
2226 } 2226 }
2227 else 2227 else
2228 { 2228 {
2229 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2229 ControllingClient.SendAlertMessage("Sit position no longer exists");
2230 m_requestedSitTargetUUID = UUID.Zero; 2230 m_requestedSitTargetUUID = UUID.Zero;
2231 m_requestedSitTargetID = 0; 2231 m_requestedSitTargetID = 0;
2232 m_requestedSitOffset = Vector3.Zero; 2232 m_requestedSitOffset = Vector3.Zero;
2233 } 2233 }
2234 2234
2235 } 2235 }
2236 2236
2237 public void SitRayHorizontal(SceneObjectPart part) 2237 public void SitRayHorizontal(SceneObjectPart part)
2238 { 2238 {
2239 // Next, try to raycast from the avatar position to fwd 2239 // Next, try to raycast from the avatar position to fwd
2240 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2240 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2241 Vector3 StartRayCastPosition = CameraPosition; 2241 Vector3 StartRayCastPosition = CameraPosition;
2242 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2242 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2243 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2243 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2244 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2244 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse);
2245 } 2245 }
2246 2246
2247 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2247 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2248 { 2248 {
2249 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2249 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2250 if (part != null) 2250 if (part != null)
2251 { 2251 {
2252 if (hitYN) 2252 if (hitYN)
2253 { 2253 {
2254 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2254 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2255 { 2255 {
2256 SitRaycastFindEdge(collisionPoint, normal); 2256 SitRaycastFindEdge(collisionPoint, normal);
2257 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 2257 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2258 // Next, try to raycast from the camera position 2258 // Next, try to raycast from the camera position
2259 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2259 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2260 Vector3 StartRayCastPosition = CameraPosition; 2260 Vector3 StartRayCastPosition = CameraPosition;
2261 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2261 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2262 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2262 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2263 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition); 2263 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2264 } 2264 }
2265 else 2265 else
2266 { 2266 {
2267 ControllingClient.SendAlertMessage("Sit position not accessable."); 2267 ControllingClient.SendAlertMessage("Sit position not accessable.");
2268 m_requestedSitTargetUUID = UUID.Zero; 2268 m_requestedSitTargetUUID = UUID.Zero;
2269 m_requestedSitTargetID = 0; 2269 m_requestedSitTargetID = 0;
2270 m_requestedSitOffset = Vector3.Zero; 2270 m_requestedSitOffset = Vector3.Zero;
2271 } 2271 }
2272 } 2272 }
2273 else 2273 else
2274 { 2274 {
2275 ControllingClient.SendAlertMessage("Sit position not accessable."); 2275 ControllingClient.SendAlertMessage("Sit position not accessable.");
2276 m_requestedSitTargetUUID = UUID.Zero; 2276 m_requestedSitTargetUUID = UUID.Zero;
2277 m_requestedSitTargetID = 0; 2277 m_requestedSitTargetID = 0;
2278 m_requestedSitOffset = Vector3.Zero; 2278 m_requestedSitOffset = Vector3.Zero;
2279 } 2279 }
2280 } 2280 }
2281 else 2281 else
2282 { 2282 {
2283 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2283 ControllingClient.SendAlertMessage("Sit position no longer exists");
2284 m_requestedSitTargetUUID = UUID.Zero; 2284 m_requestedSitTargetUUID = UUID.Zero;
2285 m_requestedSitTargetID = 0; 2285 m_requestedSitTargetID = 0;
2286 m_requestedSitOffset = Vector3.Zero; 2286 m_requestedSitOffset = Vector3.Zero;
2287 } 2287 }
2288 2288
2289 } 2289 }
2290 2290
2291 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2291 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal)
2292 { 2292 {
2293 int i = 0; 2293 int i = 0;
2294 //throw new NotImplementedException(); 2294 //throw new NotImplementedException();
2295 //m_requestedSitTargetUUID = UUID.Zero; 2295 //m_requestedSitTargetUUID = UUID.Zero;
2296 //m_requestedSitTargetID = 0; 2296 //m_requestedSitTargetID = 0;
2297 //m_requestedSitOffset = Vector3.Zero; 2297 //m_requestedSitOffset = Vector3.Zero;
2298 2298
2299 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2299 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity);
2300 } 2300 }
2301 */ 2301 */
2302 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation) 2302 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation)
2303 { 2303 {
2304 if (m_parentID != 0) 2304 if (m_parentID != 0)
2305 { 2305 {
2306 StandUp(); 2306 StandUp();
2307 } 2307 }
2308 if (!String.IsNullOrEmpty(sitAnimation)) 2308 if (!String.IsNullOrEmpty(sitAnimation))
2309 { 2309 {
2310 m_nextSitAnimation = sitAnimation; 2310 m_nextSitAnimation = sitAnimation;
2311 } 2311 }
2312 else 2312 else
2313 { 2313 {
2314 m_nextSitAnimation = "SIT"; 2314 m_nextSitAnimation = "SIT";
2315 } 2315 }
2316 2316
2317 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2317 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
2318 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2318 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
2319 if (part != null) 2319 if (part != null)
2320 { 2320 {
2321 m_requestedSitTargetID = part.LocalId; 2321 m_requestedSitTargetID = part.LocalId;
2322 //m_requestedSitOffset = offset; 2322 //m_requestedSitOffset = offset;
2323 m_requestedSitTargetUUID = targetID; 2323 m_requestedSitTargetUUID = targetID;
2324 2324
2325 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset); 2325 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2326 2326
2327 if (m_scene.PhysicsScene.SupportsRayCast()) 2327 if (m_scene.PhysicsScene.SupportsRayCast())
2328 { 2328 {
2329 //SitRayCastAvatarPosition(part); 2329 //SitRayCastAvatarPosition(part);
2330 //return; 2330 //return;
2331 } 2331 }
2332 } 2332 }
2333 else 2333 else
2334 { 2334 {
2335 m_log.Warn("Sit requested on unknown object: " + targetID); 2335 m_log.Warn("Sit requested on unknown object: " + targetID);
2336 } 2336 }
2337 2337
2338 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity); 2338 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity);
2339 } 2339 }
2340 2340
2341 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2341 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2342 { 2342 {
2343 if (!String.IsNullOrEmpty(m_nextSitAnimation)) 2343 if (!String.IsNullOrEmpty(m_nextSitAnimation))
2344 { 2344 {
2345 HandleAgentSit(remoteClient, agentID, m_nextSitAnimation); 2345 HandleAgentSit(remoteClient, agentID, m_nextSitAnimation);
2346 } 2346 }
2347 else 2347 else
2348 { 2348 {
2349 HandleAgentSit(remoteClient, agentID, "SIT"); 2349 HandleAgentSit(remoteClient, agentID, "SIT");
2350 } 2350 }
2351 } 2351 }
2352 2352
2353 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation) 2353 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation)
2354 { 2354 {
2355 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); 2355 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
2356 2356
2357 if (m_sitAtAutoTarget || !m_autopilotMoving) 2357 if (m_sitAtAutoTarget || !m_autopilotMoving)
2358 { 2358 {
2359 if (part != null) 2359 if (part != null)
2360 { 2360 {
2361//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); 2361//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2362 if (part.GetAvatarOnSitTarget() == UUID) 2362 if (part.GetAvatarOnSitTarget() == UUID)
2363 { 2363 {
2364//Console.WriteLine("Scripted Sit"); 2364//Console.WriteLine("Scripted Sit");
2365 // Scripted sit 2365 // Scripted sit
2366 Vector3 sitTargetPos = part.SitTargetPosition; 2366 Vector3 sitTargetPos = part.SitTargetPosition;
2367 Quaternion sitTargetOrient = part.SitTargetOrientation; 2367 Quaternion sitTargetOrient = part.SitTargetOrientation;
2368 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2368 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2369 m_pos += SIT_TARGET_ADJUSTMENT; 2369 m_pos += SIT_TARGET_ADJUSTMENT;
2370 if (!part.IsRoot) 2370 if (!part.IsRoot)
2371 { 2371 {
2372 m_pos *= part.RotationOffset; 2372 m_pos *= part.RotationOffset;
2373 } 2373 }
2374 m_bodyRot = sitTargetOrient; 2374 m_bodyRot = sitTargetOrient;
2375 m_parentPosition = part.AbsolutePosition; 2375 m_parentPosition = part.AbsolutePosition;
2376 part.IsOccupied = true; 2376 part.IsOccupied = true;
2377 part.ParentGroup.AddAvatar(agentID); 2377 part.ParentGroup.AddAvatar(agentID);
2378 } 2378 }
2379 else 2379 else
2380 { 2380 {
2381 // if m_avUnscriptedSitPos is zero then Av sits above center 2381 // if m_avUnscriptedSitPos is zero then Av sits above center
2382 // Else Av sits at m_avUnscriptedSitPos 2382 // Else Av sits at m_avUnscriptedSitPos
2383 2383
2384 // Non-scripted sit by Kitto Flora 21Nov09 2384 // Non-scripted sit by Kitto Flora 21Nov09
2385 // Calculate angle of line from prim to Av 2385 // Calculate angle of line from prim to Av
2386 Quaternion partIRot; 2386 Quaternion partIRot;
2387// if (part.LinkNum == 1) 2387// if (part.LinkNum == 1)
2388// { // Root prim of linkset 2388// { // Root prim of linkset
2389// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); 2389// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2390// } 2390// }
2391// else 2391// else
2392// { // single or child prim 2392// { // single or child prim
2393 partIRot = Quaternion.Inverse(part.GetWorldRotation()); 2393 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2394// } 2394// }
2395 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; 2395 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2396 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); 2396 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2397 float x_diff = ( m_avInitialPos.X - sitTargetPos.X); 2397 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2398 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 2398 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2399 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 2399 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2400 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); 2400 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2401 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. 2401 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2402 // Av sits at world euler <0,0, z>, translated by part rotation 2402 // Av sits at world euler <0,0, z>, translated by part rotation
2403 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click 2403 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2404 2404
2405 m_parentPosition = part.AbsolutePosition; 2405 m_parentPosition = part.AbsolutePosition;
2406 part.IsOccupied = true; 2406 part.IsOccupied = true;
2407 part.ParentGroup.AddAvatar(agentID); 2407 part.ParentGroup.AddAvatar(agentID);
2408 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation 2408 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2409 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center 2409 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2410 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + 2410 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2411 m_avUnscriptedSitPos; // adds click offset, if any 2411 m_avUnscriptedSitPos; // adds click offset, if any
2412 //Set up raytrace to find top surface of prim 2412 //Set up raytrace to find top surface of prim
2413 Vector3 size = part.Scale; 2413 Vector3 size = part.Scale;
2414 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); 2414 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2415 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); 2415 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2416 Vector3 down = new Vector3(0f, 0f, -1f); 2416 Vector3 down = new Vector3(0f, 0f, -1f);
2417//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); 2417//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2418 m_scene.PhysicsScene.RaycastWorld( 2418 m_scene.PhysicsScene.RaycastWorld(
2419 start, // Vector3 position, 2419 start, // Vector3 position,
2420 down, // Vector3 direction, 2420 down, // Vector3 direction,
2421 mag, // float length, 2421 mag, // float length,
2422 SitAltitudeCallback); // retMethod 2422 SitAltitudeCallback); // retMethod
2423 } // end scripted/not 2423 } // end scripted/not
2424 } 2424 }
2425 else // no Av 2425 else // no Av
2426 { 2426 {
2427 return; 2427 return;
2428 } 2428 }
2429 } 2429 }
2430 2430
2431 //We want our offsets to reference the root prim, not the child we may have sat on 2431 //We want our offsets to reference the root prim, not the child we may have sat on
2432 if (!part.IsRoot) 2432 if (!part.IsRoot)
2433 { 2433 {
2434 m_parentID = part.ParentGroup.RootPart.LocalId; 2434 m_parentID = part.ParentGroup.RootPart.LocalId;
2435 m_pos += part.OffsetPosition; 2435 m_pos += part.OffsetPosition;
2436 } 2436 }
2437 else 2437 else
2438 { 2438 {
2439 m_parentID = m_requestedSitTargetID; 2439 m_parentID = m_requestedSitTargetID;
2440 } 2440 }
2441 2441
2442 m_linkedPrim = part.UUID; 2442 m_linkedPrim = part.UUID;
2443 if (part.GetAvatarOnSitTarget() != UUID) 2443 if (part.GetAvatarOnSitTarget() != UUID)
2444 { 2444 {
2445 m_offsetRotation = m_offsetRotation / part.RotationOffset; 2445 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2446 } 2446 }
2447 Velocity = Vector3.Zero; 2447 Velocity = Vector3.Zero;
2448 RemoveFromPhysicalScene(); 2448 RemoveFromPhysicalScene();
2449 Animator.TrySetMovementAnimation(sitAnimation); 2449 Animator.TrySetMovementAnimation(sitAnimation);
2450 SendFullUpdateToAllClients(); 2450 SendFullUpdateToAllClients();
2451 SendTerseUpdateToAllClients(); 2451 SendTerseUpdateToAllClients();
2452 } 2452 }
2453 2453
2454 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) 2454 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2455 { 2455 {
2456 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer 2456 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2457 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. 2457 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2458 if(hitYN) 2458 if(hitYN)
2459 { 2459 {
2460 // m_pos = Av offset from prim center to make look like on center 2460 // m_pos = Av offset from prim center to make look like on center
2461 // m_parentPosition = Actual center pos of prim 2461 // m_parentPosition = Actual center pos of prim
2462 // collisionPoint = spot on prim where we want to sit 2462 // collisionPoint = spot on prim where we want to sit
2463 // collisionPoint.Z = global sit surface height 2463 // collisionPoint.Z = global sit surface height
2464 SceneObjectPart part = m_scene.GetSceneObjectPart(localid); 2464 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2465 Quaternion partIRot; 2465 Quaternion partIRot;
2466// if (part.LinkNum == 1) 2466// if (part.LinkNum == 1)
2467/// { // Root prim of linkset 2467/// { // Root prim of linkset
2468// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); 2468// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2469// } 2469// }
2470// else 2470// else
2471// { // single or child prim 2471// { // single or child prim
2472 partIRot = Quaternion.Inverse(part.GetWorldRotation()); 2472 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2473// } 2473// }
2474 if (m_initialSitTarget != null) 2474 if (m_initialSitTarget != null)
2475 { 2475 {
2476 float offZ = collisionPoint.Z - m_initialSitTarget.Z; 2476 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2477 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction 2477 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2478 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); 2478 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2479 m_pos += offset; 2479 m_pos += offset;
2480 // ControllingClient.SendClearFollowCamProperties(part.UUID); 2480 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2481 } 2481 }
2482 2482
2483 } 2483 }
2484 } // End SitAltitudeCallback KF. 2484 } // End SitAltitudeCallback KF.
2485 2485
2486 /// <summary> 2486 /// <summary>
2487 /// Event handler for the 'Always run' setting on the client 2487 /// Event handler for the 'Always run' setting on the client
2488 /// Tells the physics plugin to increase speed of movement. 2488 /// Tells the physics plugin to increase speed of movement.
2489 /// </summary> 2489 /// </summary>
2490 public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun) 2490 public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun)
2491 { 2491 {
2492 m_setAlwaysRun = pSetAlwaysRun; 2492 m_setAlwaysRun = pSetAlwaysRun;
2493 if (PhysicsActor != null) 2493 if (PhysicsActor != null)
2494 { 2494 {
2495 PhysicsActor.SetAlwaysRun = pSetAlwaysRun; 2495 PhysicsActor.SetAlwaysRun = pSetAlwaysRun;
2496 } 2496 }
2497 } 2497 }
2498 2498
2499 public void HandleStartAnim(IClientAPI remoteClient, UUID animID) 2499 public void HandleStartAnim(IClientAPI remoteClient, UUID animID)
2500 { 2500 {
2501 Animator.AddAnimation(animID, UUID.Zero); 2501 Animator.AddAnimation(animID, UUID.Zero);
2502 } 2502 }
2503 2503
2504 public void HandleStopAnim(IClientAPI remoteClient, UUID animID) 2504 public void HandleStopAnim(IClientAPI remoteClient, UUID animID)
2505 { 2505 {
2506 Animator.RemoveAnimation(animID); 2506 Animator.RemoveAnimation(animID);
2507 } 2507 }
2508 2508
2509 /// <summary> 2509 /// <summary>
2510 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2510 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2511 /// </summary> 2511 /// </summary>
2512 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2512 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2513 /// <param name="rotation">The direction in which this avatar should now face. 2513 /// <param name="rotation">The direction in which this avatar should now face.
2514 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) 2514 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2515 { 2515 {
2516 if (m_isChildAgent) 2516 if (m_isChildAgent)
2517 { 2517 {
2518 // WHAT??? 2518 // WHAT???
2519 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); 2519 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!");
2520 2520
2521 // we have to reset the user's child agent connections. 2521 // we have to reset the user's child agent connections.
2522 // Likely, here they've lost the eventqueue for other regions so border 2522 // Likely, here they've lost the eventqueue for other regions so border
2523 // crossings will fail at this point unless we reset them. 2523 // crossings will fail at this point unless we reset them.
2524 2524
2525 List<ulong> regions = new List<ulong>(KnownChildRegionHandles); 2525 List<ulong> regions = new List<ulong>(KnownChildRegionHandles);
2526 regions.Remove(m_scene.RegionInfo.RegionHandle); 2526 regions.Remove(m_scene.RegionInfo.RegionHandle);
2527 2527
2528 MakeRootAgent(new Vector3(127f, 127f, 127f), true); 2528 MakeRootAgent(new Vector3(127f, 127f, 127f), true);
2529 2529
2530 // Async command 2530 // Async command
2531 if (m_scene.SceneGridService != null) 2531 if (m_scene.SceneGridService != null)
2532 { 2532 {
2533 m_scene.SceneGridService.SendCloseChildAgentConnections(UUID, regions); 2533 m_scene.SceneGridService.SendCloseChildAgentConnections(UUID, regions);
2534 2534
2535 // Give the above command some time to try and close the connections. 2535 // Give the above command some time to try and close the connections.
2536 // this is really an emergency.. so sleep, or we'll get all discombobulated. 2536 // this is really an emergency.. so sleep, or we'll get all discombobulated.
2537 System.Threading.Thread.Sleep(500); 2537 System.Threading.Thread.Sleep(500);
2538 } 2538 }
2539 2539
2540 if (m_scene.SceneGridService != null) 2540 if (m_scene.SceneGridService != null)
2541 { 2541 {
2542 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 2542 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
2543 if (m_agentTransfer != null) 2543 if (m_agentTransfer != null)
2544 m_agentTransfer.EnableChildAgents(this); 2544 m_agentTransfer.EnableChildAgents(this);
2545 } 2545 }
2546 2546
2547 return; 2547 return;
2548 } 2548 }
2549 2549
2550 m_perfMonMS = Util.EnvironmentTickCount(); 2550 m_perfMonMS = Util.EnvironmentTickCount();
2551 2551
2552 Rotation = rotation; 2552 Rotation = rotation;
2553 Vector3 direc = vec * rotation; 2553 Vector3 direc = vec * rotation;
2554 direc.Normalize(); 2554 direc.Normalize();
2555 PhysicsActor actor = m_physicsActor; 2555 PhysicsActor actor = m_physicsActor;
2556 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up. 2556 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2557 2557
2558 direc *= 0.03f * 128f * m_speedModifier; 2558 direc *= 0.03f * 128f * m_speedModifier;
2559 2559
2560 if (actor != null) 2560 if (actor != null)
2561 { 2561 {
2562 if (actor.Flying) 2562 if (actor.Flying)
2563 { 2563 {
2564 direc *= 4.0f; 2564 direc *= 4.0f;
2565 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 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 //bool colliding = (m_physicsActor.IsColliding==true); 2566 //bool colliding = (m_physicsActor.IsColliding==true);
2567 //if (controlland) 2567 //if (controlland)
2568 // m_log.Info("[AGENT]: landCommand"); 2568 // m_log.Info("[AGENT]: landCommand");
2569 //if (colliding) 2569 //if (colliding)
2570 // m_log.Info("[AGENT]: colliding"); 2570 // m_log.Info("[AGENT]: colliding");
2571 //if (m_physicsActor.Flying && colliding && controlland) 2571 //if (m_physicsActor.Flying && colliding && controlland)
2572 //{ 2572 //{
2573 // StopFlying(); 2573 // StopFlying();
2574 // m_log.Info("[AGENT]: Stop FLying"); 2574 // m_log.Info("[AGENT]: Stop FLying");
2575 //} 2575 //}
2576 } 2576 }
2577 else if (!actor.Flying && actor.IsColliding) 2577 else if (!actor.Flying && actor.IsColliding)
2578 { 2578 {
2579 if (direc.Z > 2.0f) 2579 if (direc.Z > 2.0f)
2580 { 2580 {
2581 if(m_animator.m_animTickJump == -1) 2581 if(m_animator.m_animTickJump == -1)
2582 { 2582 {
2583 direc.Z *= 3.0f; // jump 2583 direc.Z *= 3.0f; // jump
2584 } 2584 }
2585 else 2585 else
2586 { 2586 {
2587 direc.Z *= 0.1f; // prejump 2587 direc.Z *= 0.1f; // prejump
2588 } 2588 }
2589 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs 2589 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2590 Animator.TrySetMovementAnimation("PREJUMP"); 2590 Animator.TrySetMovementAnimation("PREJUMP");
2591 Animator.TrySetMovementAnimation("JUMP"); 2591 Animator.TrySetMovementAnimation("JUMP");
2592 */ 2592 */
2593 } 2593 }
2594 } 2594 }
2595 } 2595 }
2596 2596
2597 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2597 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2598 m_forceToApply = direc; 2598 m_forceToApply = direc;
2599 m_isNudging = Nudging; 2599 m_isNudging = Nudging;
2600 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2600 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2601 } 2601 }
2602 2602
2603 #endregion 2603 #endregion
2604 2604
2605 #region Overridden Methods 2605 #region Overridden Methods
2606 2606
2607 public override void Update() 2607 public override void Update()
2608 { 2608 {
2609 const float ROTATION_TOLERANCE = 0.01f; 2609 const float ROTATION_TOLERANCE = 0.01f;
2610 const float VELOCITY_TOLERANCE = 0.001f; 2610 const float VELOCITY_TOLERANCE = 0.001f;
2611 const float POSITION_TOLERANCE = 0.05f; 2611 const float POSITION_TOLERANCE = 0.05f;
2612 //const int TIME_MS_TOLERANCE = 3000; 2612 //const int TIME_MS_TOLERANCE = 3000;
2613 2613
2614 2614
2615 2615
2616 if (m_isChildAgent == false) 2616 if (m_isChildAgent == false)
2617 { 2617 {
2618// PhysicsActor actor = m_physicsActor; 2618// PhysicsActor actor = m_physicsActor;
2619 2619
2620 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2620 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2621 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2621 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2622 // storing a requested force instead of an actual traveling velocity 2622 // storing a requested force instead of an actual traveling velocity
2623 2623
2624 // Throw away duplicate or insignificant updates 2624 // Throw away duplicate or insignificant updates
2625 if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || 2625 if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2626 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 2626 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2627 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) 2627 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2628 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2628 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2629 { 2629 {
2630 SendTerseUpdateToAllClients(); 2630 SendTerseUpdateToAllClients();
2631 2631
2632 // Update the "last" values 2632 // Update the "last" values
2633 m_lastPosition = m_pos; 2633 m_lastPosition = m_pos;
2634 m_lastRotation = m_bodyRot; 2634 m_lastRotation = m_bodyRot;
2635 m_lastVelocity = Velocity; 2635 m_lastVelocity = Velocity;
2636 //m_lastTerseSent = Environment.TickCount; 2636 //m_lastTerseSent = Environment.TickCount;
2637 } 2637 }
2638 2638
2639 // followed suggestion from mic bowman. reversed the two lines below. 2639 // followed suggestion from mic bowman. reversed the two lines below.
2640 if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something 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 CheckForBorderCrossing(); 2641 CheckForBorderCrossing();
2642 CheckForSignificantMovement(); // sends update to the modules. 2642 CheckForSignificantMovement(); // sends update to the modules.
2643 } 2643 }
2644 2644
2645 //Sending prim updates AFTER the avatar terse updates are sent 2645 //Sending prim updates AFTER the avatar terse updates are sent
2646 SendPrimUpdates(); 2646 SendPrimUpdates();
2647 } 2647 }
2648 2648
2649 #endregion 2649 #endregion
2650 2650
2651 #region Update Client(s) 2651 #region Update Client(s)
2652 2652
2653 /// <summary> 2653 /// <summary>
2654 /// Sends a location update to the client connected to this scenePresence 2654 /// Sends a location update to the client connected to this scenePresence
2655 /// </summary> 2655 /// </summary>
2656 /// <param name="remoteClient"></param> 2656 /// <param name="remoteClient"></param>
2657 public void SendTerseUpdateToClient(IClientAPI remoteClient) 2657 public void SendTerseUpdateToClient(IClientAPI remoteClient)
2658 { 2658 {
2659 // If the client is inactive, it's getting its updates from another 2659 // If the client is inactive, it's getting its updates from another
2660 // server. 2660 // server.
2661 if (remoteClient.IsActive) 2661 if (remoteClient.IsActive)
2662 { 2662 {
2663 m_perfMonMS = Util.EnvironmentTickCount(); 2663 m_perfMonMS = Util.EnvironmentTickCount();
2664 2664
2665 PhysicsActor actor = m_physicsActor; 2665 PhysicsActor actor = m_physicsActor;
2666 Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero; 2666 Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero;
2667 2667
2668 Vector3 pos = m_pos; 2668 Vector3 pos = m_pos;
2669 pos.Z += m_appearance.HipOffset; 2669 pos.Z += m_appearance.HipOffset;
2670 2670
2671 //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); 2671 //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
2672 2672
2673 remoteClient.SendPrimUpdate(this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); 2673 remoteClient.SendPrimUpdate(this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
2674 2674
2675 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2675 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2676 m_scene.StatsReporter.AddAgentUpdates(1); 2676 m_scene.StatsReporter.AddAgentUpdates(1);
2677 } 2677 }
2678 } 2678 }
2679 2679
2680 /// <summary> 2680 /// <summary>
2681 /// Send a location/velocity/accelleration update to all agents in scene 2681 /// Send a location/velocity/accelleration update to all agents in scene
2682 /// </summary> 2682 /// </summary>
2683 public void SendTerseUpdateToAllClients() 2683 public void SendTerseUpdateToAllClients()
2684 { 2684 {
2685 m_perfMonMS = Util.EnvironmentTickCount(); 2685 m_perfMonMS = Util.EnvironmentTickCount();
2686 2686
2687 m_scene.ForEachClient(SendTerseUpdateToClient); 2687 m_scene.ForEachClient(SendTerseUpdateToClient);
2688 2688
2689 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2689 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2690 } 2690 }
2691 2691
2692 public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2692 public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
2693 { 2693 {
2694 SendCourseLocationsMethod d = m_sendCourseLocationsMethod; 2694 SendCourseLocationsMethod d = m_sendCourseLocationsMethod;
2695 if (d != null) 2695 if (d != null)
2696 { 2696 {
2697 d.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs); 2697 d.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs);
2698 } 2698 }
2699 } 2699 }
2700 2700
2701 public void SetSendCourseLocationMethod(SendCourseLocationsMethod d) 2701 public void SetSendCourseLocationMethod(SendCourseLocationsMethod d)
2702 { 2702 {
2703 if (d != null) 2703 if (d != null)
2704 m_sendCourseLocationsMethod = d; 2704 m_sendCourseLocationsMethod = d;
2705 } 2705 }
2706 2706
2707 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2707 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
2708 { 2708 {
2709 m_perfMonMS = Util.EnvironmentTickCount(); 2709 m_perfMonMS = Util.EnvironmentTickCount();
2710 m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); 2710 m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations);
2711 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2711 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2712 } 2712 }
2713 2713
2714 /// <summary> 2714 /// <summary>
2715 /// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar) 2715 /// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
2716 /// </summary> 2716 /// </summary>
2717 /// <param name="remoteAvatar"></param> 2717 /// <param name="remoteAvatar"></param>
2718 public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar) 2718 public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
2719 { 2719 {
2720 // 2 stage check is needed. 2720 // 2 stage check is needed.
2721 if (remoteAvatar == null) 2721 if (remoteAvatar == null)
2722 return; 2722 return;
2723 IClientAPI cl=remoteAvatar.ControllingClient; 2723 IClientAPI cl=remoteAvatar.ControllingClient;
2724 if (cl == null) 2724 if (cl == null)
2725 return; 2725 return;
2726 if (m_appearance.Texture == null) 2726 if (m_appearance.Texture == null)
2727 return; 2727 return;
2728 2728
2729 Vector3 pos = m_pos; 2729 Vector3 pos = m_pos;
2730 pos.Z += m_appearance.HipOffset; 2730 pos.Z += m_appearance.HipOffset;
2731 2731
2732 remoteAvatar.m_controllingClient.SendAvatarDataImmediate(this); 2732 remoteAvatar.m_controllingClient.SendAvatarDataImmediate(this);
2733 m_scene.StatsReporter.AddAgentUpdates(1); 2733 m_scene.StatsReporter.AddAgentUpdates(1);
2734 } 2734 }
2735 2735
2736 /// <summary> 2736 /// <summary>
2737 /// Tell *ALL* agents about this agent 2737 /// Tell *ALL* agents about this agent
2738 /// </summary> 2738 /// </summary>
2739 public void SendInitialFullUpdateToAllClients() 2739 public void SendInitialFullUpdateToAllClients()
2740 { 2740 {
2741 m_perfMonMS = Util.EnvironmentTickCount(); 2741 m_perfMonMS = Util.EnvironmentTickCount();
2742 int avUpdates = 0; 2742 int avUpdates = 0;
2743 m_scene.ForEachScenePresence(delegate(ScenePresence avatar) 2743 m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
2744 { 2744 {
2745 ++avUpdates; 2745 ++avUpdates;
2746 // only send if this is the root (children are only "listening posts" in a foreign region) 2746 // only send if this is the root (children are only "listening posts" in a foreign region)
2747 if (!IsChildAgent) 2747 if (!IsChildAgent)
2748 { 2748 {
2749 SendFullUpdateToOtherClient(avatar); 2749 SendFullUpdateToOtherClient(avatar);
2750 } 2750 }
2751 2751
2752 if (avatar.LocalId != LocalId) 2752 if (avatar.LocalId != LocalId)
2753 { 2753 {
2754 if (!avatar.IsChildAgent) 2754 if (!avatar.IsChildAgent)
2755 { 2755 {
2756 avatar.SendFullUpdateToOtherClient(this); 2756 avatar.SendFullUpdateToOtherClient(this);
2757 avatar.SendAppearanceToOtherAgent(this); 2757 avatar.SendAppearanceToOtherAgent(this);
2758 avatar.Animator.SendAnimPackToClient(ControllingClient); 2758 avatar.Animator.SendAnimPackToClient(ControllingClient);
2759 } 2759 }
2760 } 2760 }
2761 }); 2761 });
2762 2762
2763 m_scene.StatsReporter.AddAgentUpdates(avUpdates); 2763 m_scene.StatsReporter.AddAgentUpdates(avUpdates);
2764 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2764 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2765 2765
2766 //Animator.SendAnimPack(); 2766 //Animator.SendAnimPack();
2767 } 2767 }
2768 2768
2769 public void SendFullUpdateToAllClients() 2769 public void SendFullUpdateToAllClients()
2770 { 2770 {
2771 m_perfMonMS = Util.EnvironmentTickCount(); 2771 m_perfMonMS = Util.EnvironmentTickCount();
2772 2772
2773 // only send update from root agents to other clients; children are only "listening posts" 2773 // only send update from root agents to other clients; children are only "listening posts"
2774 int count = 0; 2774 int count = 0;
2775 m_scene.ForEachScenePresence(delegate(ScenePresence sp) 2775 m_scene.ForEachScenePresence(delegate(ScenePresence sp)
2776 { 2776 {
2777 if (sp.IsChildAgent) 2777 if (sp.IsChildAgent)
2778 return; 2778 return;
2779 SendFullUpdateToOtherClient(sp); 2779 SendFullUpdateToOtherClient(sp);
2780 ++count; 2780 ++count;
2781 }); 2781 });
2782 m_scene.StatsReporter.AddAgentUpdates(count); 2782 m_scene.StatsReporter.AddAgentUpdates(count);
2783 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2783 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2784 2784
2785 Animator.SendAnimPack(); 2785 Animator.SendAnimPack();
2786 } 2786 }
2787 2787
2788 /// <summary> 2788 /// <summary>
2789 /// Do everything required once a client completes its movement into a region 2789 /// Do everything required once a client completes its movement into a region
2790 /// </summary> 2790 /// </summary>
2791 public void SendInitialData() 2791 public void SendInitialData()
2792 { 2792 {
2793 // Moved this into CompleteMovement to ensure that m_appearance is initialized before 2793 // Moved this into CompleteMovement to ensure that m_appearance is initialized before
2794 // the inventory arrives 2794 // the inventory arrives
2795 // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); 2795 // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
2796 2796
2797 Vector3 pos = m_pos; 2797 Vector3 pos = m_pos;
2798 pos.Z += m_appearance.HipOffset; 2798 pos.Z += m_appearance.HipOffset;
2799 2799
2800 m_controllingClient.SendAvatarDataImmediate(this); 2800 m_controllingClient.SendAvatarDataImmediate(this);
2801 2801
2802 SendInitialFullUpdateToAllClients(); 2802 SendInitialFullUpdateToAllClients();
2803 SendAppearanceToAllOtherAgents(); 2803 SendAppearanceToAllOtherAgents();
2804 } 2804 }
2805 2805
2806 /// <summary> 2806 /// <summary>
2807 /// Tell the client for this scene presence what items it should be wearing now 2807 /// Tell the client for this scene presence what items it should be wearing now
2808 /// </summary> 2808 /// </summary>
2809 public void SendWearables() 2809 public void SendWearables()
2810 { 2810 {
2811 m_log.DebugFormat("[SCENE]: Received request for wearables of {0}", Name); 2811 m_log.DebugFormat("[SCENE]: Received request for wearables of {0}", Name);
2812 2812
2813 ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); 2813 ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
2814 } 2814 }
2815 2815
2816 /// <summary> 2816 /// <summary>
2817 /// 2817 ///
2818 /// </summary> 2818 /// </summary>
2819 public void SendAppearanceToAllOtherAgents() 2819 public void SendAppearanceToAllOtherAgents()
2820 { 2820 {
2821 m_perfMonMS = Util.EnvironmentTickCount(); 2821 m_perfMonMS = Util.EnvironmentTickCount();
2822 2822
2823 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 2823 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2824 { 2824 {
2825 if (scenePresence.UUID != UUID) 2825 if (scenePresence.UUID != UUID)
2826 { 2826 {
2827 SendAppearanceToOtherAgent(scenePresence); 2827 SendAppearanceToOtherAgent(scenePresence);
2828 } 2828 }
2829 }); 2829 });
2830 2830
2831 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2831 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2832 } 2832 }
2833 2833
2834 /// <summary> 2834 /// <summary>
2835 /// Send appearance data to an agent that isn't this one. 2835 /// Send appearance data to an agent that isn't this one.
2836 /// </summary> 2836 /// </summary>
2837 /// <param name="avatar"></param> 2837 /// <param name="avatar"></param>
2838 public void SendAppearanceToOtherAgent(ScenePresence avatar) 2838 public void SendAppearanceToOtherAgent(ScenePresence avatar)
2839 { 2839 {
2840 avatar.ControllingClient.SendAppearance( 2840 avatar.ControllingClient.SendAppearance(
2841 m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes()); 2841 m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
2842 } 2842 }
2843 2843
2844 /// <summary> 2844 /// <summary>
2845 /// Set appearance data (textureentry and slider settings) received from the client 2845 /// Set appearance data (textureentry and slider settings) received from the client
2846 /// </summary> 2846 /// </summary>
2847 /// <param name="texture"></param> 2847 /// <param name="texture"></param>
2848 /// <param name="visualParam"></param> 2848 /// <param name="visualParam"></param>
2849 public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams) 2849 public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams)
2850 { 2850 {
2851 if (m_physicsActor != null) 2851 if (m_physicsActor != null)
2852 { 2852 {
2853 if (!IsChildAgent) 2853 if (!IsChildAgent)
2854 { 2854 {
2855 // This may seem like it's redundant, remove the avatar from the physics scene 2855 // This may seem like it's redundant, remove the avatar from the physics scene
2856 // just to add it back again, but it saves us from having to update 2856 // just to add it back again, but it saves us from having to update
2857 // 3 variables 10 times a second. 2857 // 3 variables 10 times a second.
2858 bool flyingTemp = m_physicsActor.Flying; 2858 bool flyingTemp = m_physicsActor.Flying;
2859 RemoveFromPhysicalScene(); 2859 RemoveFromPhysicalScene();
2860 //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor); 2860 //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
2861 2861
2862 //PhysicsActor = null; 2862 //PhysicsActor = null;
2863 2863
2864 AddToPhysicalScene(flyingTemp); 2864 AddToPhysicalScene(flyingTemp);
2865 } 2865 }
2866 } 2866 }
2867 2867
2868 #region Bake Cache Check 2868 #region Bake Cache Check
2869 2869
2870 if (textureEntry != null) 2870 if (textureEntry != null)
2871 { 2871 {
2872 for (int i = 0; i < BAKE_INDICES.Length; i++) 2872 for (int i = 0; i < BAKE_INDICES.Length; i++)
2873 { 2873 {
2874 int j = BAKE_INDICES[i]; 2874 int j = BAKE_INDICES[i];
2875 Primitive.TextureEntryFace face = textureEntry.FaceTextures[j]; 2875 Primitive.TextureEntryFace face = textureEntry.FaceTextures[j];
2876 2876
2877 if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) 2877 if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
2878 { 2878 {
2879 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null) 2879 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
2880 { 2880 {
2881 m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name); 2881 m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name);
2882 this.ControllingClient.SendRebakeAvatarTextures(face.TextureID); 2882 this.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
2883 } 2883 }
2884 } 2884 }
2885 } 2885 }
2886 2886
2887 } 2887 }
2888 2888
2889 2889
2890 #endregion Bake Cache Check 2890 #endregion Bake Cache Check
2891 2891
2892 m_appearance.SetAppearance(textureEntry, visualParams); 2892 m_appearance.SetAppearance(textureEntry, visualParams);
2893 if (m_appearance.AvatarHeight > 0) 2893 if (m_appearance.AvatarHeight > 0)
2894 SetHeight(m_appearance.AvatarHeight); 2894 SetHeight(m_appearance.AvatarHeight);
2895 2895
2896 // This is not needed, because only the transient data changed 2896 // This is not needed, because only the transient data changed
2897 //AvatarData adata = new AvatarData(m_appearance); 2897 //AvatarData adata = new AvatarData(m_appearance);
2898 //m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata); 2898 //m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata);
2899 2899
2900 SendAppearanceToAllOtherAgents(); 2900 SendAppearanceToAllOtherAgents();
2901 if (!m_startAnimationSet) 2901 if (!m_startAnimationSet)
2902 { 2902 {
2903 Animator.UpdateMovementAnimations(); 2903 Animator.UpdateMovementAnimations();
2904 m_startAnimationSet = true; 2904 m_startAnimationSet = true;
2905 } 2905 }
2906 2906
2907 Vector3 pos = m_pos; 2907 Vector3 pos = m_pos;
2908 pos.Z += m_appearance.HipOffset; 2908 pos.Z += m_appearance.HipOffset;
2909 2909
2910 m_controllingClient.SendAvatarDataImmediate(this); 2910 m_controllingClient.SendAvatarDataImmediate(this);
2911 } 2911 }
2912 2912
2913 public void SetWearable(int wearableId, AvatarWearable wearable) 2913 public void SetWearable(int wearableId, AvatarWearable wearable)
2914 { 2914 {
2915 m_appearance.SetWearable(wearableId, wearable); 2915 m_appearance.SetWearable(wearableId, wearable);
2916 AvatarData adata = new AvatarData(m_appearance); 2916 AvatarData adata = new AvatarData(m_appearance);
2917 m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata); 2917 m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata);
2918 m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); 2918 m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
2919 } 2919 }
2920 2920
2921 // Because appearance setting is in a module, we actually need 2921 // Because appearance setting is in a module, we actually need
2922 // to give it access to our appearance directly, otherwise we 2922 // to give it access to our appearance directly, otherwise we
2923 // get a synchronization issue. 2923 // get a synchronization issue.
2924 public AvatarAppearance Appearance 2924 public AvatarAppearance Appearance
2925 { 2925 {
2926 get { return m_appearance; } 2926 get { return m_appearance; }
2927 set { m_appearance = value; } 2927 set { m_appearance = value; }
2928 } 2928 }
2929 2929
2930 #endregion 2930 #endregion
2931 2931
2932 #region Significant Movement Method 2932 #region Significant Movement Method
2933 2933
2934 /// <summary> 2934 /// <summary>
2935 /// This checks for a significant movement and sends a courselocationchange update 2935 /// This checks for a significant movement and sends a courselocationchange update
2936 /// </summary> 2936 /// </summary>
2937 protected void CheckForSignificantMovement() 2937 protected void CheckForSignificantMovement()
2938 { 2938 {
2939 // Movement updates for agents in neighboring regions are sent directly to clients. 2939 // Movement updates for agents in neighboring regions are sent directly to clients.
2940 // This value only affects how often agent positions are sent to neighbor regions 2940 // This value only affects how often agent positions are sent to neighbor regions
2941 // for things such as distance-based update prioritization 2941 // for things such as distance-based update prioritization
2942 const float SIGNIFICANT_MOVEMENT = 2.0f; 2942 const float SIGNIFICANT_MOVEMENT = 2.0f;
2943 2943
2944 if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT) 2944 if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT)
2945 { 2945 {
2946 posLastSignificantMove = AbsolutePosition; 2946 posLastSignificantMove = AbsolutePosition;
2947 m_scene.EventManager.TriggerSignificantClientMovement(m_controllingClient); 2947 m_scene.EventManager.TriggerSignificantClientMovement(m_controllingClient);
2948 } 2948 }
2949 2949
2950 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m 2950 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m
2951 if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance || 2951 if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance ||
2952 Util.GetDistanceTo(CameraPosition, m_lastChildAgentUpdateCamPosition) >= Scene.ChildReprioritizationDistance) 2952 Util.GetDistanceTo(CameraPosition, m_lastChildAgentUpdateCamPosition) >= Scene.ChildReprioritizationDistance)
2953 { 2953 {
2954 m_lastChildAgentUpdatePosition = AbsolutePosition; 2954 m_lastChildAgentUpdatePosition = AbsolutePosition;
2955 m_lastChildAgentUpdateCamPosition = CameraPosition; 2955 m_lastChildAgentUpdateCamPosition = CameraPosition;
2956 2956
2957 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); 2957 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate();
2958 cadu.ActiveGroupID = UUID.Zero.Guid; 2958 cadu.ActiveGroupID = UUID.Zero.Guid;
2959 cadu.AgentID = UUID.Guid; 2959 cadu.AgentID = UUID.Guid;
2960 cadu.alwaysrun = m_setAlwaysRun; 2960 cadu.alwaysrun = m_setAlwaysRun;
2961 cadu.AVHeight = m_avHeight; 2961 cadu.AVHeight = m_avHeight;
2962 Vector3 tempCameraCenter = m_CameraCenter; 2962 Vector3 tempCameraCenter = m_CameraCenter;
2963 cadu.cameraPosition = tempCameraCenter; 2963 cadu.cameraPosition = tempCameraCenter;
2964 cadu.drawdistance = m_DrawDistance; 2964 cadu.drawdistance = m_DrawDistance;
2965 cadu.GroupAccess = 0; 2965 cadu.GroupAccess = 0;
2966 cadu.Position = AbsolutePosition; 2966 cadu.Position = AbsolutePosition;
2967 cadu.regionHandle = m_rootRegionHandle; 2967 cadu.regionHandle = m_rootRegionHandle;
2968 float multiplier = 1; 2968 float multiplier = 1;
2969 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); 2969 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount();
2970 if (innacurateNeighbors != 0) 2970 if (innacurateNeighbors != 0)
2971 { 2971 {
2972 multiplier = 1f / (float)innacurateNeighbors; 2972 multiplier = 1f / (float)innacurateNeighbors;
2973 } 2973 }
2974 if (multiplier <= 0f) 2974 if (multiplier <= 0f)
2975 { 2975 {
2976 multiplier = 0.25f; 2976 multiplier = 0.25f;
2977 } 2977 }
2978 2978
2979 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString()); 2979 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString());
2980 cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier); 2980 cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier);
2981 cadu.Velocity = Velocity; 2981 cadu.Velocity = Velocity;
2982 2982
2983 AgentPosition agentpos = new AgentPosition(); 2983 AgentPosition agentpos = new AgentPosition();
2984 agentpos.CopyFrom(cadu); 2984 agentpos.CopyFrom(cadu);
2985 2985
2986 m_scene.SendOutChildAgentUpdates(agentpos, this); 2986 m_scene.SendOutChildAgentUpdates(agentpos, this);
2987 } 2987 }
2988 } 2988 }
2989 2989
2990 #endregion 2990 #endregion
2991 2991
2992 #region Border Crossing Methods 2992 #region Border Crossing Methods
2993 2993
2994 /// <summary> 2994 /// <summary>
2995 /// Checks to see if the avatar is in range of a border and calls CrossToNewRegion 2995 /// Checks to see if the avatar is in range of a border and calls CrossToNewRegion
2996 /// </summary> 2996 /// </summary>
2997 protected void CheckForBorderCrossing() 2997 protected void CheckForBorderCrossing()
2998 { 2998 {
2999 if (IsChildAgent) 2999 if (IsChildAgent)
3000 return; 3000 return;
3001 3001
3002 Vector3 pos2 = AbsolutePosition; 3002 Vector3 pos2 = AbsolutePosition;
3003 Vector3 vel = Velocity; 3003 Vector3 vel = Velocity;
3004 int neighbor = 0; 3004 int neighbor = 0;
3005 int[] fix = new int[2]; 3005 int[] fix = new int[2];
3006 3006
3007 float timeStep = 0.1f; 3007 float timeStep = 0.1f;
3008 pos2.X = pos2.X + (vel.X*timeStep); 3008 pos2.X = pos2.X + (vel.X*timeStep);
3009 pos2.Y = pos2.Y + (vel.Y*timeStep); 3009 pos2.Y = pos2.Y + (vel.Y*timeStep);
3010 pos2.Z = pos2.Z + (vel.Z*timeStep); 3010 pos2.Z = pos2.Z + (vel.Z*timeStep);
3011 3011
3012 if (!IsInTransit) 3012 if (!IsInTransit)
3013 { 3013 {
3014 // Checks if where it's headed exists a region 3014 // Checks if where it's headed exists a region
3015 3015
3016 bool needsTransit = false; 3016 bool needsTransit = false;
3017 if (m_scene.TestBorderCross(pos2, Cardinals.W)) 3017 if (m_scene.TestBorderCross(pos2, Cardinals.W))
3018 { 3018 {
3019 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 3019 if (m_scene.TestBorderCross(pos2, Cardinals.S))
3020 { 3020 {
3021 needsTransit = true; 3021 needsTransit = true;
3022 neighbor = HaveNeighbor(Cardinals.SW, ref fix); 3022 neighbor = HaveNeighbor(Cardinals.SW, ref fix);
3023 } 3023 }
3024 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 3024 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3025 { 3025 {
3026 needsTransit = true; 3026 needsTransit = true;
3027 neighbor = HaveNeighbor(Cardinals.NW, ref fix); 3027 neighbor = HaveNeighbor(Cardinals.NW, ref fix);
3028 } 3028 }
3029 else 3029 else
3030 { 3030 {
3031 needsTransit = true; 3031 needsTransit = true;
3032 neighbor = HaveNeighbor(Cardinals.W, ref fix); 3032 neighbor = HaveNeighbor(Cardinals.W, ref fix);
3033 } 3033 }
3034 } 3034 }
3035 else if (m_scene.TestBorderCross(pos2, Cardinals.E)) 3035 else if (m_scene.TestBorderCross(pos2, Cardinals.E))
3036 { 3036 {
3037 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 3037 if (m_scene.TestBorderCross(pos2, Cardinals.S))
3038 { 3038 {
3039 needsTransit = true; 3039 needsTransit = true;
3040 neighbor = HaveNeighbor(Cardinals.SE, ref fix); 3040 neighbor = HaveNeighbor(Cardinals.SE, ref fix);
3041 } 3041 }
3042 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 3042 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3043 { 3043 {
3044 needsTransit = true; 3044 needsTransit = true;
3045 neighbor = HaveNeighbor(Cardinals.NE, ref fix); 3045 neighbor = HaveNeighbor(Cardinals.NE, ref fix);
3046 } 3046 }
3047 else 3047 else
3048 { 3048 {
3049 needsTransit = true; 3049 needsTransit = true;
3050 neighbor = HaveNeighbor(Cardinals.E, ref fix); 3050 neighbor = HaveNeighbor(Cardinals.E, ref fix);
3051 } 3051 }
3052 } 3052 }
3053 else if (m_scene.TestBorderCross(pos2, Cardinals.S)) 3053 else if (m_scene.TestBorderCross(pos2, Cardinals.S))
3054 { 3054 {
3055 needsTransit = true; 3055 needsTransit = true;
3056 neighbor = HaveNeighbor(Cardinals.S, ref fix); 3056 neighbor = HaveNeighbor(Cardinals.S, ref fix);
3057 } 3057 }
3058 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 3058 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3059 { 3059 {
3060 needsTransit = true; 3060 needsTransit = true;
3061 neighbor = HaveNeighbor(Cardinals.N, ref fix); 3061 neighbor = HaveNeighbor(Cardinals.N, ref fix);
3062 } 3062 }
3063 3063
3064 3064
3065 // Makes sure avatar does not end up outside region 3065 // Makes sure avatar does not end up outside region
3066 if (neighbor <= 0) 3066 if (neighbor <= 0)
3067 { 3067 {
3068 if (!needsTransit) 3068 if (!needsTransit)
3069 { 3069 {
3070 if (m_requestedSitTargetUUID == UUID.Zero) 3070 if (m_requestedSitTargetUUID == UUID.Zero)
3071 { 3071 {
3072 Vector3 pos = AbsolutePosition; 3072 Vector3 pos = AbsolutePosition;
3073 if (AbsolutePosition.X < 0) 3073 if (AbsolutePosition.X < 0)
3074 pos.X += Velocity.X; 3074 pos.X += Velocity.X;
3075 else if (AbsolutePosition.X > Constants.RegionSize) 3075 else if (AbsolutePosition.X > Constants.RegionSize)
3076 pos.X -= Velocity.X; 3076 pos.X -= Velocity.X;
3077 if (AbsolutePosition.Y < 0) 3077 if (AbsolutePosition.Y < 0)
3078 pos.Y += Velocity.Y; 3078 pos.Y += Velocity.Y;
3079 else if (AbsolutePosition.Y > Constants.RegionSize) 3079 else if (AbsolutePosition.Y > Constants.RegionSize)
3080 pos.Y -= Velocity.Y; 3080 pos.Y -= Velocity.Y;
3081 AbsolutePosition = pos; 3081 AbsolutePosition = pos;
3082 } 3082 }
3083 } 3083 }
3084 } 3084 }
3085 else if (neighbor > 0) 3085 else if (neighbor > 0)
3086 CrossToNewRegion(); 3086 CrossToNewRegion();
3087 } 3087 }
3088 else 3088 else
3089 { 3089 {
3090 RemoveFromPhysicalScene(); 3090 RemoveFromPhysicalScene();
3091 // This constant has been inferred from experimentation 3091 // This constant has been inferred from experimentation
3092 // I'm not sure what this value should be, so I tried a few values. 3092 // I'm not sure what this value should be, so I tried a few values.
3093 timeStep = 0.04f; 3093 timeStep = 0.04f;
3094 pos2 = AbsolutePosition; 3094 pos2 = AbsolutePosition;
3095 pos2.X = pos2.X + (vel.X * timeStep); 3095 pos2.X = pos2.X + (vel.X * timeStep);
3096 pos2.Y = pos2.Y + (vel.Y * timeStep); 3096 pos2.Y = pos2.Y + (vel.Y * timeStep);
3097 pos2.Z = pos2.Z + (vel.Z * timeStep); 3097 pos2.Z = pos2.Z + (vel.Z * timeStep);
3098 m_pos = pos2; 3098 m_pos = pos2;
3099 } 3099 }
3100 } 3100 }
3101 3101
3102 protected int HaveNeighbor(Cardinals car, ref int[] fix) 3102 protected int HaveNeighbor(Cardinals car, ref int[] fix)
3103 { 3103 {
3104 uint neighbourx = m_regionInfo.RegionLocX; 3104 uint neighbourx = m_regionInfo.RegionLocX;
3105 uint neighboury = m_regionInfo.RegionLocY; 3105 uint neighboury = m_regionInfo.RegionLocY;
3106 3106
3107 int dir = (int)car; 3107 int dir = (int)car;
3108 3108
3109 if (dir > 1 && dir < 5) //Heading East 3109 if (dir > 1 && dir < 5) //Heading East
3110 neighbourx++; 3110 neighbourx++;
3111 else if (dir > 5) // Heading West 3111 else if (dir > 5) // Heading West
3112 neighbourx--; 3112 neighbourx--;
3113 3113
3114 if (dir < 3 || dir == 8) // Heading North 3114 if (dir < 3 || dir == 8) // Heading North
3115 neighboury++; 3115 neighboury++;
3116 else if (dir > 3 && dir < 7) // Heading Sout 3116 else if (dir > 3 && dir < 7) // Heading Sout
3117 neighboury--; 3117 neighboury--;
3118 3118
3119 int x = (int)(neighbourx * Constants.RegionSize); 3119 int x = (int)(neighbourx * Constants.RegionSize);
3120 int y = (int)(neighboury * Constants.RegionSize); 3120 int y = (int)(neighboury * Constants.RegionSize);
3121 GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y); 3121 GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y);
3122 3122
3123 if (neighbourRegion == null) 3123 if (neighbourRegion == null)
3124 { 3124 {
3125 fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx); 3125 fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx);
3126 fix[1] = (int)(m_regionInfo.RegionLocY - neighboury); 3126 fix[1] = (int)(m_regionInfo.RegionLocY - neighboury);
3127 return dir * (-1); 3127 return dir * (-1);
3128 } 3128 }
3129 else 3129 else
3130 return dir; 3130 return dir;
3131 } 3131 }
3132 3132
3133 /// <summary> 3133 /// <summary>
3134 /// Moves the agent outside the region bounds 3134 /// Moves the agent outside the region bounds
3135 /// Tells neighbor region that we're crossing to it 3135 /// Tells neighbor region that we're crossing to it
3136 /// If the neighbor accepts, remove the agent's viewable avatar from this scene 3136 /// If the neighbor accepts, remove the agent's viewable avatar from this scene
3137 /// set them to a child agent. 3137 /// set them to a child agent.
3138 /// </summary> 3138 /// </summary>
3139 protected void CrossToNewRegion() 3139 protected void CrossToNewRegion()
3140 { 3140 {
3141 InTransit(); 3141 InTransit();
3142 try 3142 try
3143 { 3143 {
3144 m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying); 3144 m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying);
3145 } 3145 }
3146 catch 3146 catch
3147 { 3147 {
3148 m_scene.CrossAgentToNewRegion(this, false); 3148 m_scene.CrossAgentToNewRegion(this, false);
3149 } 3149 }
3150 } 3150 }
3151 3151
3152 public void InTransit() 3152 public void InTransit()
3153 { 3153 {
3154 m_inTransit = true; 3154 m_inTransit = true;
3155 3155
3156 if ((m_physicsActor != null) && m_physicsActor.Flying) 3156 if ((m_physicsActor != null) && m_physicsActor.Flying)
3157 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY; 3157 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY;
3158 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) 3158 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
3159 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY; 3159 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY;
3160 } 3160 }
3161 3161
3162 public void NotInTransit() 3162 public void NotInTransit()
3163 { 3163 {
3164 m_inTransit = false; 3164 m_inTransit = false;
3165 } 3165 }
3166 3166
3167 public void RestoreInCurrentScene() 3167 public void RestoreInCurrentScene()
3168 { 3168 {
3169 AddToPhysicalScene(false); // not exactly false 3169 AddToPhysicalScene(false); // not exactly false
3170 } 3170 }
3171 3171
3172 public void Reset() 3172 public void Reset()
3173 { 3173 {
3174 // Put the child agent back at the center 3174 // Put the child agent back at the center
3175 AbsolutePosition 3175 AbsolutePosition
3176 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); 3176 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70);
3177 Animator.ResetAnimations(); 3177 Animator.ResetAnimations();
3178 } 3178 }
3179 3179
3180 /// <summary> 3180 /// <summary>
3181 /// Computes which child agents to close when the scene presence moves to another region. 3181 /// Computes which child agents to close when the scene presence moves to another region.
3182 /// Removes those regions from m_knownRegions. 3182 /// Removes those regions from m_knownRegions.
3183 /// </summary> 3183 /// </summary>
3184 /// <param name="newRegionX">The new region's x on the map</param> 3184 /// <param name="newRegionX">The new region's x on the map</param>
3185 /// <param name="newRegionY">The new region's y on the map</param> 3185 /// <param name="newRegionY">The new region's y on the map</param>
3186 /// <returns></returns> 3186 /// <returns></returns>
3187 public void CloseChildAgents(uint newRegionX, uint newRegionY) 3187 public void CloseChildAgents(uint newRegionX, uint newRegionY)
3188 { 3188 {
3189 List<ulong> byebyeRegions = new List<ulong>(); 3189 List<ulong> byebyeRegions = new List<ulong>();
3190 m_log.DebugFormat( 3190 m_log.DebugFormat(
3191 "[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}", 3191 "[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}",
3192 m_knownChildRegions.Keys.Count, Scene.RegionInfo.RegionName); 3192 m_knownChildRegions.Keys.Count, Scene.RegionInfo.RegionName);
3193 //DumpKnownRegions(); 3193 //DumpKnownRegions();
3194 3194
3195 lock (m_knownChildRegions) 3195 lock (m_knownChildRegions)
3196 { 3196 {
3197 foreach (ulong handle in m_knownChildRegions.Keys) 3197 foreach (ulong handle in m_knownChildRegions.Keys)
3198 { 3198 {
3199 // Don't close the agent on this region yet 3199 // Don't close the agent on this region yet
3200 if (handle != Scene.RegionInfo.RegionHandle) 3200 if (handle != Scene.RegionInfo.RegionHandle)
3201 { 3201 {
3202 uint x, y; 3202 uint x, y;
3203 Utils.LongToUInts(handle, out x, out y); 3203 Utils.LongToUInts(handle, out x, out y);
3204 x = x / Constants.RegionSize; 3204 x = x / Constants.RegionSize;
3205 y = y / Constants.RegionSize; 3205 y = y / Constants.RegionSize;
3206 3206
3207 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); 3207 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
3208 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); 3208 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
3209 if (Util.IsOutsideView(x, newRegionX, y, newRegionY)) 3209 if (Util.IsOutsideView(x, newRegionX, y, newRegionY))
3210 { 3210 {
3211 byebyeRegions.Add(handle); 3211 byebyeRegions.Add(handle);
3212 } 3212 }
3213 } 3213 }
3214 } 3214 }
3215 } 3215 }
3216 3216
3217 if (byebyeRegions.Count > 0) 3217 if (byebyeRegions.Count > 0)
3218 { 3218 {
3219 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); 3219 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents");
3220 m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions); 3220 m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions);
3221 } 3221 }
3222 3222
3223 foreach (ulong handle in byebyeRegions) 3223 foreach (ulong handle in byebyeRegions)
3224 { 3224 {
3225 RemoveNeighbourRegion(handle); 3225 RemoveNeighbourRegion(handle);
3226 } 3226 }
3227 } 3227 }
3228 3228
3229 #endregion 3229 #endregion
3230 3230
3231 /// <summary> 3231 /// <summary>
3232 /// This allows the Sim owner the abiility to kick users from their sim currently. 3232 /// This allows the Sim owner the abiility to kick users from their sim currently.
3233 /// It tells the client that the agent has permission to do so. 3233 /// It tells the client that the agent has permission to do so.
3234 /// </summary> 3234 /// </summary>
3235 public void GrantGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godStatus) 3235 public void GrantGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godStatus)
3236 { 3236 {
3237 if (godStatus) 3237 if (godStatus)
3238 { 3238 {
3239 // For now, assign god level 200 to anyone 3239 // For now, assign god level 200 to anyone
3240 // who is granted god powers, but has no god level set. 3240 // who is granted god powers, but has no god level set.
3241 // 3241 //
3242 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, agentID); 3242 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, agentID);
3243 if (account != null) 3243 if (account != null)
3244 { 3244 {
3245 if (account.UserLevel > 0) 3245 if (account.UserLevel > 0)
3246 m_godLevel = account.UserLevel; 3246 m_godLevel = account.UserLevel;
3247 else 3247 else
3248 m_godLevel = 200; 3248 m_godLevel = 200;
3249 } 3249 }
3250 } 3250 }
3251 else 3251 else
3252 { 3252 {
3253 m_godLevel = 0; 3253 m_godLevel = 0;
3254 } 3254 }
3255 3255
3256 ControllingClient.SendAdminResponse(token, (uint)m_godLevel); 3256 ControllingClient.SendAdminResponse(token, (uint)m_godLevel);
3257 } 3257 }
3258 3258
3259 #region Child Agent Updates 3259 #region Child Agent Updates
3260 3260
3261 public void ChildAgentDataUpdate(AgentData cAgentData) 3261 public void ChildAgentDataUpdate(AgentData cAgentData)
3262 { 3262 {
3263 //m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName); 3263 //m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
3264 if (!IsChildAgent) 3264 if (!IsChildAgent)
3265 return; 3265 return;
3266 3266
3267 CopyFrom(cAgentData); 3267 CopyFrom(cAgentData);
3268 } 3268 }
3269 3269
3270 /// <summary> 3270 /// <summary>
3271 /// This updates important decision making data about a child agent 3271 /// This updates important decision making data about a child agent
3272 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3272 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
3273 /// </summary> 3273 /// </summary>
3274 public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY) 3274 public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
3275 { 3275 {
3276 if (!IsChildAgent) 3276 if (!IsChildAgent)
3277 return; 3277 return;
3278 3278
3279 //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); 3279 //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY);
3280 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; 3280 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize;
3281 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; 3281 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize;
3282 3282
3283 Vector3 offset = new Vector3(shiftx, shifty, 0f); 3283 Vector3 offset = new Vector3(shiftx, shifty, 0f);
3284 3284
3285 m_DrawDistance = cAgentData.Far; 3285 m_DrawDistance = cAgentData.Far;
3286 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!! 3286 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!!
3287 m_pos = cAgentData.Position + offset; 3287 m_pos = cAgentData.Position + offset;
3288 3288
3289 if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance) 3289 if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance)
3290 { 3290 {
3291 posLastSignificantMove = AbsolutePosition; 3291 posLastSignificantMove = AbsolutePosition;
3292 ReprioritizeUpdates(); 3292 ReprioritizeUpdates();
3293 } 3293 }
3294 3294
3295 m_CameraCenter = cAgentData.Center + offset; 3295 m_CameraCenter = cAgentData.Center + offset;
3296 3296
3297 m_avHeight = cAgentData.Size.Z; 3297 m_avHeight = cAgentData.Size.Z;
3298 //SetHeight(cAgentData.AVHeight); 3298 //SetHeight(cAgentData.AVHeight);
3299 3299
3300 if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0) 3300 if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
3301 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles); 3301 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles);
3302 3302
3303 // Sends out the objects in the user's draw distance if m_sendTasksToChild is true. 3303 // Sends out the objects in the user's draw distance if m_sendTasksToChild is true.
3304 if (m_scene.m_seeIntoRegionFromNeighbor) 3304 if (m_scene.m_seeIntoRegionFromNeighbor)
3305 m_sceneViewer.Reset(); 3305 m_sceneViewer.Reset();
3306 3306
3307 //cAgentData.AVHeight; 3307 //cAgentData.AVHeight;
3308 m_rootRegionHandle = cAgentData.RegionHandle; 3308 m_rootRegionHandle = cAgentData.RegionHandle;
3309 //m_velocity = cAgentData.Velocity; 3309 //m_velocity = cAgentData.Velocity;
3310 } 3310 }
3311 3311
3312 public void CopyTo(AgentData cAgent) 3312 public void CopyTo(AgentData cAgent)
3313 { 3313 {
3314 cAgent.AgentID = UUID; 3314 cAgent.AgentID = UUID;
3315 cAgent.RegionID = Scene.RegionInfo.RegionID; 3315 cAgent.RegionID = Scene.RegionInfo.RegionID;
3316 3316
3317 cAgent.Position = AbsolutePosition; 3317 cAgent.Position = AbsolutePosition;
3318 cAgent.Velocity = m_velocity; 3318 cAgent.Velocity = m_velocity;
3319 cAgent.Center = m_CameraCenter; 3319 cAgent.Center = m_CameraCenter;
3320 // Don't copy the size; it is inferred from apearance parameters 3320 // Don't copy the size; it is inferred from apearance parameters
3321 //cAgent.Size = new Vector3(0, 0, m_avHeight); 3321 //cAgent.Size = new Vector3(0, 0, m_avHeight);
3322 cAgent.AtAxis = m_CameraAtAxis; 3322 cAgent.AtAxis = m_CameraAtAxis;
3323 cAgent.LeftAxis = m_CameraLeftAxis; 3323 cAgent.LeftAxis = m_CameraLeftAxis;
3324 cAgent.UpAxis = m_CameraUpAxis; 3324 cAgent.UpAxis = m_CameraUpAxis;
3325 3325
3326 cAgent.Far = m_DrawDistance; 3326 cAgent.Far = m_DrawDistance;
3327 3327
3328 // Throttles 3328 // Throttles
3329 float multiplier = 1; 3329 float multiplier = 1;
3330 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); 3330 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount();
3331 if (innacurateNeighbors != 0) 3331 if (innacurateNeighbors != 0)
3332 { 3332 {
3333 multiplier = 1f / innacurateNeighbors; 3333 multiplier = 1f / innacurateNeighbors;
3334 } 3334 }
3335 if (multiplier <= 0f) 3335 if (multiplier <= 0f)
3336 { 3336 {
3337 multiplier = 0.25f; 3337 multiplier = 0.25f;
3338 } 3338 }
3339 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString()); 3339 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString());
3340 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier); 3340 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier);
3341 3341
3342 cAgent.HeadRotation = m_headrotation; 3342 cAgent.HeadRotation = m_headrotation;
3343 cAgent.BodyRotation = m_bodyRot; 3343 cAgent.BodyRotation = m_bodyRot;
3344 cAgent.ControlFlags = (uint)m_AgentControlFlags; 3344 cAgent.ControlFlags = (uint)m_AgentControlFlags;
3345 3345
3346 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3346 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3347 cAgent.GodLevel = (byte)m_godLevel; 3347 cAgent.GodLevel = (byte)m_godLevel;
3348 else 3348 else
3349 cAgent.GodLevel = (byte) 0; 3349 cAgent.GodLevel = (byte) 0;
3350 3350
3351 cAgent.AlwaysRun = m_setAlwaysRun; 3351 cAgent.AlwaysRun = m_setAlwaysRun;
3352 3352
3353 try 3353 try
3354 { 3354 {
3355 // We might not pass the Wearables in all cases... 3355 // We might not pass the Wearables in all cases...
3356 // They're only needed so that persistent changes to the appearance 3356 // They're only needed so that persistent changes to the appearance
3357 // are preserved in the new region where the user is moving to. 3357 // are preserved in the new region where the user is moving to.
3358 // But in Hypergrid we might not let this happen. 3358 // But in Hypergrid we might not let this happen.
3359 int i = 0; 3359 int i = 0;
3360 UUID[] wears = new UUID[m_appearance.Wearables.Length * 2]; 3360 UUID[] wears = new UUID[m_appearance.Wearables.Length * 2];
3361 foreach (AvatarWearable aw in m_appearance.Wearables) 3361 foreach (AvatarWearable aw in m_appearance.Wearables)
3362 { 3362 {
3363 if (aw != null) 3363 if (aw != null)
3364 { 3364 {
3365 wears[i++] = aw.ItemID; 3365 wears[i++] = aw.ItemID;
3366 wears[i++] = aw.AssetID; 3366 wears[i++] = aw.AssetID;
3367 } 3367 }
3368 else 3368 else
3369 { 3369 {
3370 wears[i++] = UUID.Zero; 3370 wears[i++] = UUID.Zero;
3371 wears[i++] = UUID.Zero; 3371 wears[i++] = UUID.Zero;
3372 } 3372 }
3373 } 3373 }
3374 cAgent.Wearables = wears; 3374 cAgent.Wearables = wears;
3375 3375
3376 cAgent.VisualParams = m_appearance.VisualParams; 3376 cAgent.VisualParams = m_appearance.VisualParams;
3377 3377
3378 if (m_appearance.Texture != null) 3378 if (m_appearance.Texture != null)
3379 cAgent.AgentTextures = m_appearance.Texture.GetBytes(); 3379 cAgent.AgentTextures = m_appearance.Texture.GetBytes();
3380 } 3380 }
3381 catch (Exception e) 3381 catch (Exception e)
3382 { 3382 {
3383 m_log.Warn("[SCENE PRESENCE]: exception in CopyTo " + e.Message); 3383 m_log.Warn("[SCENE PRESENCE]: exception in CopyTo " + e.Message);
3384 } 3384 }
3385 3385
3386 //Attachments 3386 //Attachments
3387 List<int> attPoints = m_appearance.GetAttachedPoints(); 3387 List<int> attPoints = m_appearance.GetAttachedPoints();
3388 if (attPoints != null) 3388 if (attPoints != null)
3389 { 3389 {
3390 //m_log.DebugFormat("[SCENE PRESENCE]: attachments {0}", attPoints.Count); 3390 //m_log.DebugFormat("[SCENE PRESENCE]: attachments {0}", attPoints.Count);
3391 int i = 0; 3391 int i = 0;
3392 AttachmentData[] attachs = new AttachmentData[attPoints.Count]; 3392 AttachmentData[] attachs = new AttachmentData[attPoints.Count];
3393 foreach (int point in attPoints) 3393 foreach (int point in attPoints)
3394 { 3394 {
3395 attachs[i++] = new AttachmentData(point, m_appearance.GetAttachedItem(point), m_appearance.GetAttachedAsset(point)); 3395 attachs[i++] = new AttachmentData(point, m_appearance.GetAttachedItem(point), m_appearance.GetAttachedAsset(point));
3396 } 3396 }
3397 cAgent.Attachments = attachs; 3397 cAgent.Attachments = attachs;
3398 } 3398 }
3399 3399
3400 lock (scriptedcontrols) 3400 lock (scriptedcontrols)
3401 { 3401 {
3402 ControllerData[] controls = new ControllerData[scriptedcontrols.Count]; 3402 ControllerData[] controls = new ControllerData[scriptedcontrols.Count];
3403 int i = 0; 3403 int i = 0;
3404 3404
3405 foreach (ScriptControllers c in scriptedcontrols.Values) 3405 foreach (ScriptControllers c in scriptedcontrols.Values)
3406 { 3406 {
3407 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3407 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3408 } 3408 }
3409 cAgent.Controllers = controls; 3409 cAgent.Controllers = controls;
3410 } 3410 }
3411 3411
3412 // Animations 3412 // Animations
3413 try 3413 try
3414 { 3414 {
3415 cAgent.Anims = Animator.Animations.ToArray(); 3415 cAgent.Anims = Animator.Animations.ToArray();
3416 } 3416 }
3417 catch { } 3417 catch { }
3418 3418
3419 // cAgent.GroupID = ?? 3419 // cAgent.GroupID = ??
3420 // Groups??? 3420 // Groups???
3421 3421
3422 } 3422 }
3423 3423
3424 public void CopyFrom(AgentData cAgent) 3424 public void CopyFrom(AgentData cAgent)
3425 { 3425 {
3426 m_originRegionID = cAgent.RegionID; 3426 m_originRegionID = cAgent.RegionID;
3427 3427
3428 m_callbackURI = cAgent.CallbackURI; 3428 m_callbackURI = cAgent.CallbackURI;
3429 3429
3430 m_pos = cAgent.Position; 3430 m_pos = cAgent.Position;
3431 3431
3432 m_velocity = cAgent.Velocity; 3432 m_velocity = cAgent.Velocity;
3433 m_CameraCenter = cAgent.Center; 3433 m_CameraCenter = cAgent.Center;
3434 //m_avHeight = cAgent.Size.Z; 3434 //m_avHeight = cAgent.Size.Z;
3435 m_CameraAtAxis = cAgent.AtAxis; 3435 m_CameraAtAxis = cAgent.AtAxis;
3436 m_CameraLeftAxis = cAgent.LeftAxis; 3436 m_CameraLeftAxis = cAgent.LeftAxis;
3437 m_CameraUpAxis = cAgent.UpAxis; 3437 m_CameraUpAxis = cAgent.UpAxis;
3438 3438
3439 m_DrawDistance = cAgent.Far; 3439 m_DrawDistance = cAgent.Far;
3440 3440
3441 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) 3441 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
3442 ControllingClient.SetChildAgentThrottle(cAgent.Throttles); 3442 ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
3443 3443
3444 m_headrotation = cAgent.HeadRotation; 3444 m_headrotation = cAgent.HeadRotation;
3445 m_bodyRot = cAgent.BodyRotation; 3445 m_bodyRot = cAgent.BodyRotation;
3446 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; 3446 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags;
3447 3447
3448 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3448 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3449 m_godLevel = cAgent.GodLevel; 3449 m_godLevel = cAgent.GodLevel;
3450 m_setAlwaysRun = cAgent.AlwaysRun; 3450 m_setAlwaysRun = cAgent.AlwaysRun;
3451 3451
3452 uint i = 0; 3452 uint i = 0;
3453 try 3453 try
3454 { 3454 {
3455 if (cAgent.Wearables == null) 3455 if (cAgent.Wearables == null)
3456 cAgent.Wearables = new UUID[0]; 3456 cAgent.Wearables = new UUID[0];
3457 AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2]; 3457 AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2];
3458 for (uint n = 0; n < cAgent.Wearables.Length; n += 2) 3458 for (uint n = 0; n < cAgent.Wearables.Length; n += 2)
3459 { 3459 {
3460 UUID itemId = cAgent.Wearables[n]; 3460 UUID itemId = cAgent.Wearables[n];
3461 UUID assetId = cAgent.Wearables[n + 1]; 3461 UUID assetId = cAgent.Wearables[n + 1];
3462 wears[i++] = new AvatarWearable(itemId, assetId); 3462 wears[i++] = new AvatarWearable(itemId, assetId);
3463 } 3463 }
3464 m_appearance.Wearables = wears; 3464 m_appearance.Wearables = wears;
3465 Primitive.TextureEntry te; 3465 Primitive.TextureEntry te;
3466 if (cAgent.AgentTextures != null && cAgent.AgentTextures.Length > 1) 3466 if (cAgent.AgentTextures != null && cAgent.AgentTextures.Length > 1)
3467 te = new Primitive.TextureEntry(cAgent.AgentTextures, 0, cAgent.AgentTextures.Length); 3467 te = new Primitive.TextureEntry(cAgent.AgentTextures, 0, cAgent.AgentTextures.Length);
3468 else 3468 else
3469 te = AvatarAppearance.GetDefaultTexture(); 3469 te = AvatarAppearance.GetDefaultTexture();
3470 if ((cAgent.VisualParams == null) || (cAgent.VisualParams.Length < AvatarAppearance.VISUALPARAM_COUNT)) 3470 if ((cAgent.VisualParams == null) || (cAgent.VisualParams.Length < AvatarAppearance.VISUALPARAM_COUNT))
3471 cAgent.VisualParams = AvatarAppearance.GetDefaultVisualParams(); 3471 cAgent.VisualParams = AvatarAppearance.GetDefaultVisualParams();
3472 m_appearance.SetAppearance(te, (byte[])cAgent.VisualParams.Clone()); 3472 m_appearance.SetAppearance(te, (byte[])cAgent.VisualParams.Clone());
3473 } 3473 }
3474 catch (Exception e) 3474 catch (Exception e)
3475 { 3475 {
3476 m_log.Warn("[SCENE PRESENCE]: exception in CopyFrom " + e.Message); 3476 m_log.Warn("[SCENE PRESENCE]: exception in CopyFrom " + e.Message);
3477 } 3477 }
3478 3478
3479 // Attachments 3479 // Attachments
3480 try 3480 try
3481 { 3481 {
3482 if (cAgent.Attachments != null) 3482 if (cAgent.Attachments != null)
3483 { 3483 {
3484 m_appearance.ClearAttachments(); 3484 m_appearance.ClearAttachments();
3485 foreach (AttachmentData att in cAgent.Attachments) 3485 foreach (AttachmentData att in cAgent.Attachments)
3486 { 3486 {
3487 m_appearance.SetAttachment(att.AttachPoint, att.ItemID, att.AssetID); 3487 m_appearance.SetAttachment(att.AttachPoint, att.ItemID, att.AssetID);
3488 } 3488 }
3489 } 3489 }
3490 } 3490 }
3491 catch { } 3491 catch { }
3492 3492
3493 try 3493 try
3494 { 3494 {
3495 lock (scriptedcontrols) 3495 lock (scriptedcontrols)
3496 { 3496 {
3497 if (cAgent.Controllers != null) 3497 if (cAgent.Controllers != null)
3498 { 3498 {
3499 scriptedcontrols.Clear(); 3499 scriptedcontrols.Clear();
3500 3500
3501 foreach (ControllerData c in cAgent.Controllers) 3501 foreach (ControllerData c in cAgent.Controllers)
3502 { 3502 {
3503 ScriptControllers sc = new ScriptControllers(); 3503 ScriptControllers sc = new ScriptControllers();
3504 sc.itemID = c.ItemID; 3504 sc.itemID = c.ItemID;
3505 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3505 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3506 sc.eventControls = (ScriptControlled)c.EventControls; 3506 sc.eventControls = (ScriptControlled)c.EventControls;
3507 3507
3508 scriptedcontrols[sc.itemID] = sc; 3508 scriptedcontrols[sc.itemID] = sc;
3509 } 3509 }
3510 } 3510 }
3511 } 3511 }
3512 } 3512 }
3513 catch { } 3513 catch { }
3514 // Animations 3514 // Animations
3515 try 3515 try
3516 { 3516 {
3517 Animator.ResetAnimations(); 3517 Animator.ResetAnimations();
3518 Animator.Animations.FromArray(cAgent.Anims); 3518 Animator.Animations.FromArray(cAgent.Anims);
3519 } 3519 }
3520 catch { } 3520 catch { }
3521 3521
3522 //cAgent.GroupID = ?? 3522 //cAgent.GroupID = ??
3523 //Groups??? 3523 //Groups???
3524 } 3524 }
3525 3525
3526 public bool CopyAgent(out IAgentData agent) 3526 public bool CopyAgent(out IAgentData agent)
3527 { 3527 {
3528 agent = new CompleteAgentData(); 3528 agent = new CompleteAgentData();
3529 CopyTo((AgentData)agent); 3529 CopyTo((AgentData)agent);
3530 return true; 3530 return true;
3531 } 3531 }
3532 3532
3533 #endregion Child Agent Updates 3533 #endregion Child Agent Updates
3534 3534
3535 /// <summary> 3535 /// <summary>
3536 /// Handles part of the PID controller function for moving an avatar. 3536 /// Handles part of the PID controller function for moving an avatar.
3537 /// </summary> 3537 /// </summary>
3538 public override void UpdateMovement() 3538 public override void UpdateMovement()
3539 { 3539 {
3540 if (m_forceToApply.HasValue) 3540 if (m_forceToApply.HasValue)
3541 { 3541 {
3542 3542
3543 Vector3 force = m_forceToApply.Value; 3543 Vector3 force = m_forceToApply.Value;
3544 m_updateflag = true; 3544 m_updateflag = true;
3545 Velocity = force; 3545 Velocity = force;
3546 3546
3547 m_forceToApply = null; 3547 m_forceToApply = null;
3548 } 3548 }
3549 else 3549 else
3550 { 3550 {
3551 if (m_isNudging) 3551 if (m_isNudging)
3552 { 3552 {
3553 Vector3 force = Vector3.Zero; 3553 Vector3 force = Vector3.Zero;
3554 3554
3555 m_updateflag = true; 3555 m_updateflag = true;
3556 Velocity = force; 3556 Velocity = force;
3557 m_isNudging = false; 3557 m_isNudging = false;
3558 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" 3558 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3559 } 3559 }
3560 } 3560 }
3561 } 3561 }
3562 3562
3563 public override void SetText(string text, Vector3 color, double alpha) 3563 /// <summary>
3564 { 3564 /// Adds a physical representation of the avatar to the Physics plugin
3565 throw new Exception("Can't set Text on avatar."); 3565 /// </summary>
3566 } 3566 public void AddToPhysicalScene(bool isFlying)
3567 3567 {
3568 /// <summary> 3568 PhysicsScene scene = m_scene.PhysicsScene;
3569 /// Adds a physical representation of the avatar to the Physics plugin 3569
3570 /// </summary> 3570 Vector3 pVec = AbsolutePosition;
3571 public void AddToPhysicalScene(bool isFlying) 3571
3572 { 3572 // Old bug where the height was in centimeters instead of meters
3573 PhysicsScene scene = m_scene.PhysicsScene; 3573 if (m_avHeight == 127.0f)
3574 3574 {
3575 Vector3 pVec = AbsolutePosition; 3575 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new Vector3(0f, 0f, 1.56f),
3576 3576 isFlying);
3577 // Old bug where the height was in centimeters instead of meters 3577 }
3578 if (m_avHeight == 127.0f) 3578 else
3579 { 3579 {
3580 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new Vector3(0f, 0f, 1.56f), 3580 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3581 isFlying); 3581 new Vector3(0f, 0f, m_avHeight), isFlying);
3582 } 3582 }
3583 else 3583 scene.AddPhysicsActorTaint(m_physicsActor);
3584 { 3584 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3585 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3585 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3586 new Vector3(0f, 0f, m_avHeight), isFlying); 3586 m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3587 } 3587 m_physicsActor.SubscribeEvents(500);
3588 scene.AddPhysicsActorTaint(m_physicsActor); 3588 m_physicsActor.LocalID = LocalId;
3589 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3589 }
3590 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3590
3591 m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3591 private void OutOfBoundsCall(Vector3 pos)
3592 m_physicsActor.SubscribeEvents(500); 3592 {
3593 m_physicsActor.LocalID = LocalId; 3593 //bool flying = m_physicsActor.Flying;
3594 } 3594 //RemoveFromPhysicalScene();
3595 3595
3596 private void OutOfBoundsCall(Vector3 pos) 3596 //AddToPhysicalScene(flying);
3597 { 3597 if (ControllingClient != null)
3598 //bool flying = m_physicsActor.Flying; 3598 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3599 //RemoveFromPhysicalScene(); 3599 }
3600 3600
3601 //AddToPhysicalScene(flying); 3601 // Event called by the physics plugin to tell the avatar about a collision.
3602 if (ControllingClient != null) 3602 private void PhysicsCollisionUpdate(EventArgs e)
3603 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3603 {
3604 } 3604 if (e == null)
3605 3605 return;
3606 // Event called by the physics plugin to tell the avatar about a collision. 3606
3607 private void PhysicsCollisionUpdate(EventArgs e) 3607 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3608 { 3608 // as of this comment the interval is set in AddToPhysicalScene
3609 if (e == null) 3609 if (Animator!=null)
3610 return; 3610 {
3611 3611 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3612 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( 3612 { // else its will lock out other animation changes, like ground sit.
3613 // as of this comment the interval is set in AddToPhysicalScene 3613 Animator.UpdateMovementAnimations();
3614 if (Animator!=null) 3614 m_updateCount--;
3615 { 3615 }
3616 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, 3616 }
3617 { // else its will lock out other animation changes, like ground sit. 3617
3618 Animator.UpdateMovementAnimations(); 3618 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3619 m_updateCount--; 3619 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3620 } 3620
3621 } 3621 CollisionPlane = Vector4.UnitW;
3622 3622
3623 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3623 if (m_lastColCount != coldata.Count)
3624 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3624 {
3625 3625 m_updateCount = UPDATE_COUNT;
3626 CollisionPlane = Vector4.UnitW; 3626 m_lastColCount = coldata.Count;
3627 3627 }
3628 if (m_lastColCount != coldata.Count) 3628
3629 { 3629 if (coldata.Count != 0 && Animator != null)
3630 m_updateCount = UPDATE_COUNT; 3630 {
3631 m_lastColCount = coldata.Count; 3631 switch (Animator.CurrentMovementAnimation)
3632 } 3632 {
3633 3633 case "STAND":
3634 if (coldata.Count != 0 && Animator != null) 3634 case "WALK":
3635 { 3635 case "RUN":
3636 switch (Animator.CurrentMovementAnimation) 3636 case "CROUCH":
3637 { 3637 case "CROUCHWALK":
3638 case "STAND": 3638 {
3639 case "WALK": 3639 ContactPoint lowest;
3640 case "RUN": 3640 lowest.SurfaceNormal = Vector3.Zero;
3641 case "CROUCH": 3641 lowest.Position = Vector3.Zero;
3642 case "CROUCHWALK": 3642 lowest.Position.Z = Single.NaN;
3643 { 3643
3644 ContactPoint lowest; 3644 foreach (ContactPoint contact in coldata.Values)
3645 lowest.SurfaceNormal = Vector3.Zero; 3645 {
3646 lowest.Position = Vector3.Zero; 3646 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z)
3647 lowest.Position.Z = Single.NaN; 3647 {
3648 3648 lowest = contact;
3649 foreach (ContactPoint contact in coldata.Values) 3649 }
3650 { 3650 }
3651 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3651
3652 { 3652 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3653 lowest = contact; 3653 }
3654 } 3654 break;
3655 } 3655 }
3656 3656 }
3657 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3657
3658 } 3658 List<uint> thisHitColliders = new List<uint>();
3659 break; 3659 List<uint> endedColliders = new List<uint>();
3660 } 3660 List<uint> startedColliders = new List<uint>();
3661 } 3661
3662 3662 foreach (uint localid in coldata.Keys)
3663 List<uint> thisHitColliders = new List<uint>(); 3663 {
3664 List<uint> endedColliders = new List<uint>(); 3664 thisHitColliders.Add(localid);
3665 List<uint> startedColliders = new List<uint>(); 3665 if (!m_lastColliders.Contains(localid))
3666 3666 {
3667 foreach (uint localid in coldata.Keys) 3667 startedColliders.Add(localid);
3668 { 3668 }
3669 thisHitColliders.Add(localid); 3669 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3670 if (!m_lastColliders.Contains(localid)) 3670 }
3671 { 3671
3672 startedColliders.Add(localid); 3672 // calculate things that ended colliding
3673 } 3673 foreach (uint localID in m_lastColliders)
3674 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); 3674 {
3675 } 3675 if (!thisHitColliders.Contains(localID))
3676 3676 {
3677 // calculate things that ended colliding 3677 endedColliders.Add(localID);
3678 foreach (uint localID in m_lastColliders) 3678 }
3679 { 3679 }
3680 if (!thisHitColliders.Contains(localID)) 3680 //add the items that started colliding this time to the last colliders list.
3681 { 3681 foreach (uint localID in startedColliders)
3682 endedColliders.Add(localID); 3682 {
3683 } 3683 m_lastColliders.Add(localID);
3684 } 3684 }
3685 //add the items that started colliding this time to the last colliders list. 3685 // remove things that ended colliding from the last colliders list
3686 foreach (uint localID in startedColliders) 3686 foreach (uint localID in endedColliders)
3687 { 3687 {
3688 m_lastColliders.Add(localID); 3688 m_lastColliders.Remove(localID);
3689 } 3689 }
3690 // remove things that ended colliding from the last colliders list 3690
3691 foreach (uint localID in endedColliders) 3691 // do event notification
3692 { 3692 if (startedColliders.Count > 0)
3693 m_lastColliders.Remove(localID); 3693 {
3694 } 3694 ColliderArgs StartCollidingMessage = new ColliderArgs();
3695 3695 List<DetectedObject> colliding = new List<DetectedObject>();
3696 // do event notification 3696 foreach (uint localId in startedColliders)
3697 if (startedColliders.Count > 0) 3697 {
3698 { 3698 if (localId == 0)
3699 ColliderArgs StartCollidingMessage = new ColliderArgs(); 3699 continue;
3700 List<DetectedObject> colliding = new List<DetectedObject>(); 3700
3701 foreach (uint localId in startedColliders) 3701 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3702 { 3702 string data = "";
3703 if (localId == 0) 3703 if (obj != null)
3704 continue; 3704 {
3705 3705 DetectedObject detobj = new DetectedObject();
3706 SceneObjectPart obj = Scene.GetSceneObjectPart(localId); 3706 detobj.keyUUID = obj.UUID;
3707 string data = ""; 3707 detobj.nameStr = obj.Name;
3708 if (obj != null) 3708 detobj.ownerUUID = obj.OwnerID;
3709 { 3709 detobj.posVector = obj.AbsolutePosition;
3710 DetectedObject detobj = new DetectedObject(); 3710 detobj.rotQuat = obj.GetWorldRotation();
3711 detobj.keyUUID = obj.UUID; 3711 detobj.velVector = obj.Velocity;
3712 detobj.nameStr = obj.Name; 3712 detobj.colliderType = 0;
3713 detobj.ownerUUID = obj.OwnerID; 3713 detobj.groupUUID = obj.GroupID;
3714 detobj.posVector = obj.AbsolutePosition; 3714 colliding.Add(detobj);
3715 detobj.rotQuat = obj.GetWorldRotation(); 3715 }
3716 detobj.velVector = obj.Velocity; 3716 }
3717 detobj.colliderType = 0; 3717
3718 detobj.groupUUID = obj.GroupID; 3718 if (colliding.Count > 0)
3719 colliding.Add(detobj); 3719 {
3720 } 3720 StartCollidingMessage.Colliders = colliding;
3721 } 3721
3722 3722 foreach (SceneObjectGroup att in Attachments)
3723 if (colliding.Count > 0) 3723 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3724 { 3724 }
3725 StartCollidingMessage.Colliders = colliding; 3725 }
3726 3726
3727 foreach (SceneObjectGroup att in Attachments) 3727 if (endedColliders.Count > 0)
3728 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); 3728 {
3729 } 3729 ColliderArgs EndCollidingMessage = new ColliderArgs();
3730 } 3730 List<DetectedObject> colliding = new List<DetectedObject>();
3731 3731 foreach (uint localId in endedColliders)
3732 if (endedColliders.Count > 0) 3732 {
3733 { 3733 if (localId == 0)
3734 ColliderArgs EndCollidingMessage = new ColliderArgs(); 3734 continue;
3735 List<DetectedObject> colliding = new List<DetectedObject>(); 3735
3736 foreach (uint localId in endedColliders) 3736 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3737 { 3737 string data = "";
3738 if (localId == 0) 3738 if (obj != null)
3739 continue; 3739 {
3740 3740 DetectedObject detobj = new DetectedObject();
3741 SceneObjectPart obj = Scene.GetSceneObjectPart(localId); 3741 detobj.keyUUID = obj.UUID;
3742 string data = ""; 3742 detobj.nameStr = obj.Name;
3743 if (obj != null) 3743 detobj.ownerUUID = obj.OwnerID;
3744 { 3744 detobj.posVector = obj.AbsolutePosition;
3745 DetectedObject detobj = new DetectedObject(); 3745 detobj.rotQuat = obj.GetWorldRotation();
3746 detobj.keyUUID = obj.UUID; 3746 detobj.velVector = obj.Velocity;
3747 detobj.nameStr = obj.Name; 3747 detobj.colliderType = 0;
3748 detobj.ownerUUID = obj.OwnerID; 3748 detobj.groupUUID = obj.GroupID;
3749 detobj.posVector = obj.AbsolutePosition; 3749 colliding.Add(detobj);
3750 detobj.rotQuat = obj.GetWorldRotation(); 3750 }
3751 detobj.velVector = obj.Velocity; 3751 }
3752 detobj.colliderType = 0; 3752
3753 detobj.groupUUID = obj.GroupID; 3753 if (colliding.Count > 0)
3754 colliding.Add(detobj); 3754 {
3755 } 3755 EndCollidingMessage.Colliders = colliding;
3756 } 3756
3757 3757 foreach (SceneObjectGroup att in Attachments)
3758 if (colliding.Count > 0) 3758 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3759 { 3759 }
3760 EndCollidingMessage.Colliders = colliding; 3760 }
3761 3761
3762 foreach (SceneObjectGroup att in Attachments) 3762 if (thisHitColliders.Count > 0)
3763 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage); 3763 {
3764 } 3764 ColliderArgs CollidingMessage = new ColliderArgs();
3765 } 3765 List<DetectedObject> colliding = new List<DetectedObject>();
3766 3766 foreach (uint localId in thisHitColliders)
3767 if (thisHitColliders.Count > 0) 3767 {
3768 { 3768 if (localId == 0)
3769 ColliderArgs CollidingMessage = new ColliderArgs(); 3769 continue;
3770 List<DetectedObject> colliding = new List<DetectedObject>(); 3770
3771 foreach (uint localId in thisHitColliders) 3771 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3772 { 3772 string data = "";
3773 if (localId == 0) 3773 if (obj != null)
3774 continue; 3774 {
3775 3775 DetectedObject detobj = new DetectedObject();
3776 SceneObjectPart obj = Scene.GetSceneObjectPart(localId); 3776 detobj.keyUUID = obj.UUID;
3777 string data = ""; 3777 detobj.nameStr = obj.Name;
3778 if (obj != null) 3778 detobj.ownerUUID = obj.OwnerID;
3779 { 3779 detobj.posVector = obj.AbsolutePosition;
3780 DetectedObject detobj = new DetectedObject(); 3780 detobj.rotQuat = obj.GetWorldRotation();
3781 detobj.keyUUID = obj.UUID; 3781 detobj.velVector = obj.Velocity;
3782 detobj.nameStr = obj.Name; 3782 detobj.colliderType = 0;
3783 detobj.ownerUUID = obj.OwnerID; 3783 detobj.groupUUID = obj.GroupID;
3784 detobj.posVector = obj.AbsolutePosition; 3784 colliding.Add(detobj);
3785 detobj.rotQuat = obj.GetWorldRotation(); 3785 }
3786 detobj.velVector = obj.Velocity; 3786 }
3787 detobj.colliderType = 0; 3787
3788 detobj.groupUUID = obj.GroupID; 3788 if (colliding.Count > 0)
3789 colliding.Add(detobj); 3789 {
3790 } 3790 CollidingMessage.Colliders = colliding;
3791 } 3791
3792 3792 lock (m_attachments)
3793 if (colliding.Count > 0) 3793 {
3794 { 3794 foreach (SceneObjectGroup att in m_attachments)
3795 CollidingMessage.Colliders = colliding; 3795 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3796 3796 }
3797 lock (m_attachments) 3797 }
3798 { 3798 }
3799 foreach (SceneObjectGroup att in m_attachments) 3799
3800 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage); 3800 if (m_invulnerable)
3801 } 3801 return;
3802 } 3802
3803 } 3803 float starthealth = Health;
3804 3804 uint killerObj = 0;
3805 if (m_invulnerable) 3805 foreach (uint localid in coldata.Keys)
3806 return; 3806 {
3807 3807 SceneObjectPart part = Scene.GetSceneObjectPart(localid);
3808 float starthealth = Health; 3808
3809 uint killerObj = 0; 3809 if (part != null && part.ParentGroup.Damage != -1.0f)
3810 foreach (uint localid in coldata.Keys) 3810 Health -= part.ParentGroup.Damage;
3811 { 3811 else
3812 SceneObjectPart part = Scene.GetSceneObjectPart(localid); 3812 {
3813 3813 if (coldata[localid].PenetrationDepth >= 0.10f)
3814 if (part != null && part.ParentGroup.Damage != -1.0f) 3814 Health -= coldata[localid].PenetrationDepth * 5.0f;
3815 Health -= part.ParentGroup.Damage; 3815 }
3816 else 3816
3817 { 3817 if (Health <= 0.0f)
3818 if (coldata[localid].PenetrationDepth >= 0.10f) 3818 {
3819 Health -= coldata[localid].PenetrationDepth * 5.0f; 3819 if (localid != 0)
3820 } 3820 killerObj = localid;
3821 3821 }
3822 if (Health <= 0.0f) 3822 //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString());
3823 { 3823 }
3824 if (localid != 0) 3824 //Health = 100;
3825 killerObj = localid; 3825 if (!m_invulnerable)
3826 } 3826 {
3827 //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString()); 3827 if (starthealth != Health)
3828 } 3828 {
3829 //Health = 100; 3829 ControllingClient.SendHealth(Health);
3830 if (!m_invulnerable) 3830 }
3831 { 3831 if (m_health <= 0)
3832 if (starthealth != Health) 3832 m_scene.EventManager.TriggerAvatarKill(killerObj, this);
3833 { 3833 }
3834 ControllingClient.SendHealth(Health); 3834 }
3835 } 3835
3836 if (m_health <= 0) 3836 public void setHealthWithUpdate(float health)
3837 m_scene.EventManager.TriggerAvatarKill(killerObj, this); 3837 {
3838 } 3838 Health = health;
3839 } 3839 ControllingClient.SendHealth(Health);
3840 3840 }
3841 public void setHealthWithUpdate(float health) 3841
3842 { 3842 public void Close()
3843 Health = health; 3843 {
3844 ControllingClient.SendHealth(Health); 3844 lock (m_attachments)
3845 } 3845 {
3846 3846 // Delete attachments from scene
3847 public void Close() 3847 // Don't try to save, as this thread won't live long
3848 { 3848 // enough to complete the save. This would cause no copy
3849 lock (m_attachments) 3849 // attachments to poof!
3850 { 3850 //
3851 // Delete attachments from scene 3851 foreach (SceneObjectGroup grp in m_attachments)
3852 // Don't try to save, as this thread won't live long 3852 {
3853 // enough to complete the save. This would cause no copy 3853 m_scene.DeleteSceneObject(grp, false);
3854 // attachments to poof! 3854 }
3855 // 3855 m_attachments.Clear();
3856 foreach (SceneObjectGroup grp in m_attachments) 3856 }
3857 { 3857
3858 m_scene.DeleteSceneObject(grp, false); 3858 lock (m_knownChildRegions)
3859 } 3859 {
3860 m_attachments.Clear(); 3860 m_knownChildRegions.Clear();
3861 } 3861 }
3862 3862
3863 lock (m_knownChildRegions) 3863 lock (m_reprioritization_timer)
3864 { 3864 {
3865 m_knownChildRegions.Clear(); 3865 m_reprioritization_timer.Enabled = false;
3866 } 3866 m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize);
3867 3867 }
3868 lock (m_reprioritization_timer) 3868
3869 { 3869 // I don't get it but mono crashes when you try to dispose of this timer,
3870 m_reprioritization_timer.Enabled = false; 3870 // unsetting the elapsed callback should be enough to allow for cleanup however.
3871 m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize); 3871 // m_reprioritizationTimer.Dispose();
3872 } 3872
3873 3873 m_sceneViewer.Close();
3874 // I don't get it but mono crashes when you try to dispose of this timer, 3874
3875 // unsetting the elapsed callback should be enough to allow for cleanup however. 3875 RemoveFromPhysicalScene();
3876 // m_reprioritizationTimer.Dispose(); 3876 m_animator.Close();
3877 3877 m_animator = null;
3878 m_sceneViewer.Close(); 3878 }
3879 3879
3880 RemoveFromPhysicalScene(); 3880 public void AddAttachment(SceneObjectGroup gobj)
3881 m_animator.Close(); 3881 {
3882 m_animator = null; 3882 lock (m_attachments)
3883 } 3883 {
3884 3884 m_attachments.Add(gobj);
3885 public void AddAttachment(SceneObjectGroup gobj) 3885 }
3886 { 3886 }
3887 lock (m_attachments) 3887
3888 { 3888 public bool HasAttachments()
3889 m_attachments.Add(gobj); 3889 {
3890 } 3890 return m_attachments.Count > 0;
3891 } 3891 }
3892 3892
3893 public bool HasAttachments() 3893 public bool HasScriptedAttachments()
3894 { 3894 {
3895 return m_attachments.Count > 0; 3895 lock (m_attachments)
3896 } 3896 {
3897 3897 foreach (SceneObjectGroup gobj in m_attachments)
3898 public bool HasScriptedAttachments() 3898 {
3899 { 3899 if (gobj != null)
3900 lock (m_attachments) 3900 {
3901 { 3901 if (gobj.RootPart.Inventory.ContainsScripts())
3902 foreach (SceneObjectGroup gobj in m_attachments) 3902 return true;
3903 { 3903 }
3904 if (gobj != null) 3904 }
3905 { 3905 }
3906 if (gobj.RootPart.Inventory.ContainsScripts()) 3906 return false;
3907 return true; 3907 }
3908 } 3908
3909 } 3909 public void RemoveAttachment(SceneObjectGroup gobj)
3910 } 3910 {
3911 return false; 3911 lock (m_attachments)
3912 } 3912 {
3913 3913 if (m_attachments.Contains(gobj))
3914 public void RemoveAttachment(SceneObjectGroup gobj) 3914 {
3915 { 3915 m_attachments.Remove(gobj);
3916 lock (m_attachments) 3916 }
3917 { 3917 }
3918 if (m_attachments.Contains(gobj)) 3918 }
3919 { 3919
3920 m_attachments.Remove(gobj); 3920 public bool ValidateAttachments()
3921 } 3921 {
3922 } 3922 lock (m_attachments)
3923 } 3923 {
3924 3924 // Validate
3925 public bool ValidateAttachments() 3925 foreach (SceneObjectGroup gobj in m_attachments)
3926 { 3926 {
3927 lock (m_attachments) 3927 if (gobj == null)
3928 { 3928 return false;
3929 // Validate 3929
3930 foreach (SceneObjectGroup gobj in m_attachments) 3930 if (gobj.IsDeleted)
3931 { 3931 return false;
3932 if (gobj == null) 3932 }
3933 return false; 3933 }
3934 3934 return true;
3935 if (gobj.IsDeleted) 3935 }
3936 return false; 3936
3937 } 3937 /// <summary>
3938 } 3938 /// Send a script event to this scene presence's attachments
3939 return true; 3939 /// </summary>
3940 } 3940 /// <param name="eventName">The name of the event</param>
3941 3941 /// <param name="args">The arguments for the event</param>
3942 /// <summary> 3942 public void SendScriptEventToAttachments(string eventName, Object[] args)
3943 /// Send a script event to this scene presence's attachments 3943 {
3944 /// </summary> 3944 if (m_scriptEngines != null)
3945 /// <param name="eventName">The name of the event</param> 3945 {
3946 /// <param name="args">The arguments for the event</param> 3946 lock (m_attachments)
3947 public void SendScriptEventToAttachments(string eventName, Object[] args) 3947 {
3948 { 3948 foreach (SceneObjectGroup grp in m_attachments)
3949 if (m_scriptEngines != null) 3949 {
3950 { 3950 // 16384 is CHANGED_ANIMATION
3951 lock (m_attachments) 3951 //
3952 { 3952 // Send this to all attachment root prims
3953 foreach (SceneObjectGroup grp in m_attachments) 3953 //
3954 { 3954 foreach (IScriptModule m in m_scriptEngines)
3955 // 16384 is CHANGED_ANIMATION 3955 {
3956 // 3956 if (m == null) // No script engine loaded
3957 // Send this to all attachment root prims 3957 continue;
3958 // 3958
3959 foreach (IScriptModule m in m_scriptEngines) 3959 m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { (int)Changed.ANIMATION });
3960 { 3960 }
3961 if (m == null) // No script engine loaded 3961 }
3962 continue; 3962 }
3963 3963 }
3964 m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { (int)Changed.ANIMATION }); 3964 }
3965 } 3965
3966 } 3966
3967 } 3967 public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene)
3968 } 3968 {
3969 } 3969 m_controllingClient = client;
3970 3970 m_regionInfo = region;
3971 3971 m_scene = scene;
3972 public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene) 3972
3973 { 3973 RegisterToEvents();
3974 m_controllingClient = client; 3974 if (m_controllingClient != null)
3975 m_regionInfo = region; 3975 {
3976 m_scene = scene; 3976 m_controllingClient.ProcessPendingPackets();
3977 3977 }
3978 RegisterToEvents(); 3978 /*
3979 if (m_controllingClient != null) 3979 AbsolutePosition = client.StartPos;
3980 { 3980
3981 m_controllingClient.ProcessPendingPackets(); 3981 Animations = new AvatarAnimations();
3982 } 3982 Animations.LoadAnims();
3983 /* 3983
3984 AbsolutePosition = client.StartPos; 3984 m_animations = new List<UUID>();
3985 3985 m_animations.Add(Animations.AnimsUUID["STAND"]);
3986 Animations = new AvatarAnimations(); 3986 m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
3987 Animations.LoadAnims(); 3987
3988 3988 SetDirectionVectors();
3989 m_animations = new List<UUID>(); 3989 */
3990 m_animations.Add(Animations.AnimsUUID["STAND"]); 3990 }
3991 m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber); 3991
3992 3992 internal void PushForce(Vector3 impulse)
3993 SetDirectionVectors(); 3993 {
3994 */ 3994 if (PhysicsActor != null)
3995 } 3995 {
3996 3996 PhysicsActor.AddForce(impulse,true);
3997 internal void PushForce(Vector3 impulse) 3997 }
3998 { 3998 }
3999 if (PhysicsActor != null) 3999
4000 { 4000 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
4001 PhysicsActor.AddForce(impulse,true); 4001 {
4002 } 4002 ScriptControllers obj = new ScriptControllers();
4003 } 4003 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
4004 4004 obj.eventControls = ScriptControlled.CONTROL_ZERO;
4005 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 4005
4006 { 4006 obj.itemID = Script_item_UUID;
4007 ScriptControllers obj = new ScriptControllers(); 4007 if (pass_on == 0 && accept == 0)
4008 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 4008 {
4009 obj.eventControls = ScriptControlled.CONTROL_ZERO; 4009 IgnoredControls |= (ScriptControlled)controls;
4010 4010 obj.ignoreControls = (ScriptControlled)controls;
4011 obj.itemID = Script_item_UUID; 4011 }
4012 if (pass_on == 0 && accept == 0) 4012
4013 { 4013 if (pass_on == 0 && accept == 1)
4014 IgnoredControls |= (ScriptControlled)controls; 4014 {
4015 obj.ignoreControls = (ScriptControlled)controls; 4015 IgnoredControls |= (ScriptControlled)controls;
4016 } 4016 obj.ignoreControls = (ScriptControlled)controls;
4017 4017 obj.eventControls = (ScriptControlled)controls;
4018 if (pass_on == 0 && accept == 1) 4018 }
4019 { 4019 if (pass_on == 1 && accept == 1)
4020 IgnoredControls |= (ScriptControlled)controls; 4020 {
4021 obj.ignoreControls = (ScriptControlled)controls; 4021 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4022 obj.eventControls = (ScriptControlled)controls; 4022 obj.eventControls = (ScriptControlled)controls;
4023 } 4023 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
4024 if (pass_on == 1 && accept == 1) 4024 }
4025 { 4025
4026 IgnoredControls = ScriptControlled.CONTROL_ZERO; 4026 lock (scriptedcontrols)
4027 obj.eventControls = (ScriptControlled)controls; 4027 {
4028 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 4028 if (pass_on == 1 && accept == 0)
4029 } 4029 {
4030 4030 IgnoredControls &= ~(ScriptControlled)controls;
4031 lock (scriptedcontrols) 4031 if (scriptedcontrols.ContainsKey(Script_item_UUID))
4032 { 4032 scriptedcontrols.Remove(Script_item_UUID);
4033 if (pass_on == 1 && accept == 0) 4033 }
4034 { 4034 else
4035 IgnoredControls &= ~(ScriptControlled)controls; 4035 {
4036 if (scriptedcontrols.ContainsKey(Script_item_UUID)) 4036 scriptedcontrols[Script_item_UUID] = obj;
4037 scriptedcontrols.Remove(Script_item_UUID); 4037 }
4038 } 4038 }
4039 else 4039 ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true);
4040 { 4040 }
4041 scriptedcontrols[Script_item_UUID] = obj; 4041
4042 } 4042 public void HandleForceReleaseControls(IClientAPI remoteClient, UUID agentID)
4043 } 4043 {
4044 ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true); 4044 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4045 } 4045 lock (scriptedcontrols)
4046 4046 {
4047 public void HandleForceReleaseControls(IClientAPI remoteClient, UUID agentID) 4047 scriptedcontrols.Clear();
4048 { 4048 }
4049 IgnoredControls = ScriptControlled.CONTROL_ZERO; 4049 ControllingClient.SendTakeControls(int.MaxValue, false, false);
4050 lock (scriptedcontrols) 4050 }
4051 { 4051
4052 scriptedcontrols.Clear(); 4052 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
4053 } 4053 {
4054 ControllingClient.SendTakeControls(int.MaxValue, false, false); 4054 ScriptControllers takecontrols;
4055 } 4055
4056 4056 lock (scriptedcontrols)
4057 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 4057 {
4058 { 4058 if (scriptedcontrols.TryGetValue(Script_item_UUID, out takecontrols))
4059 ScriptControllers takecontrols; 4059 {
4060 4060 ScriptControlled sctc = takecontrols.eventControls;
4061 lock (scriptedcontrols) 4061
4062 { 4062 ControllingClient.SendTakeControls((int)sctc, false, false);
4063 if (scriptedcontrols.TryGetValue(Script_item_UUID, out takecontrols)) 4063 ControllingClient.SendTakeControls((int)sctc, true, false);
4064 { 4064
4065 ScriptControlled sctc = takecontrols.eventControls; 4065 scriptedcontrols.Remove(Script_item_UUID);
4066 4066 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4067 ControllingClient.SendTakeControls((int)sctc, false, false); 4067 foreach (ScriptControllers scData in scriptedcontrols.Values)
4068 ControllingClient.SendTakeControls((int)sctc, true, false); 4068 {
4069 4069 IgnoredControls |= scData.ignoreControls;
4070 scriptedcontrols.Remove(Script_item_UUID); 4070 }
4071 IgnoredControls = ScriptControlled.CONTROL_ZERO; 4071 }
4072 foreach (ScriptControllers scData in scriptedcontrols.Values) 4072 }
4073 { 4073 }
4074 IgnoredControls |= scData.ignoreControls; 4074
4075 } 4075 internal void SendControlToScripts(uint flags)
4076 } 4076 {
4077 } 4077 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO;
4078 } 4078
4079 4079 if (MouseDown)
4080 internal void SendControlToScripts(uint flags) 4080 {
4081 { 4081 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON);
4082 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO; 4082 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0)
4083 4083 {
4084 if (MouseDown) 4084 allflags = ScriptControlled.CONTROL_ZERO;
4085 { 4085 MouseDown = true;
4086 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); 4086 }
4087 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0) 4087 }
4088 { 4088
4089 allflags = ScriptControlled.CONTROL_ZERO; 4089 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0)
4090 MouseDown = true; 4090 {
4091 } 4091 allflags |= ScriptControlled.CONTROL_ML_LBUTTON;
4092 } 4092 MouseDown = true;
4093 4093 }
4094 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0) 4094 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0)
4095 { 4095 {
4096 allflags |= ScriptControlled.CONTROL_ML_LBUTTON; 4096 allflags |= ScriptControlled.CONTROL_LBUTTON;
4097 MouseDown = true; 4097 MouseDown = true;
4098 } 4098 }
4099 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) 4099
4100 { 4100 // find all activated controls, whether the scripts are interested in them or not
4101 allflags |= ScriptControlled.CONTROL_LBUTTON; 4101 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0)
4102 MouseDown = true; 4102 {
4103 } 4103 allflags |= ScriptControlled.CONTROL_FWD;
4104 4104 }
4105 // find all activated controls, whether the scripts are interested in them or not 4105 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0)
4106 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0) 4106 {
4107 { 4107 allflags |= ScriptControlled.CONTROL_BACK;
4108 allflags |= ScriptControlled.CONTROL_FWD; 4108 }
4109 } 4109 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0)
4110 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0) 4110 {
4111 { 4111 allflags |= ScriptControlled.CONTROL_UP;
4112 allflags |= ScriptControlled.CONTROL_BACK; 4112 }
4113 } 4113 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)
4114 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0) 4114 {
4115 { 4115 allflags |= ScriptControlled.CONTROL_DOWN;
4116 allflags |= ScriptControlled.CONTROL_UP; 4116 }
4117 } 4117 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0)
4118 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0) 4118 {
4119 { 4119 allflags |= ScriptControlled.CONTROL_LEFT;
4120 allflags |= ScriptControlled.CONTROL_DOWN; 4120 }
4121 } 4121 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0)
4122 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0) 4122 {
4123 { 4123 allflags |= ScriptControlled.CONTROL_RIGHT;
4124 allflags |= ScriptControlled.CONTROL_LEFT; 4124 }
4125 } 4125 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
4126 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0) 4126 {
4127 { 4127 allflags |= ScriptControlled.CONTROL_ROT_RIGHT;
4128 allflags |= ScriptControlled.CONTROL_RIGHT; 4128 }
4129 } 4129 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
4130 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) 4130 {
4131 { 4131 allflags |= ScriptControlled.CONTROL_ROT_LEFT;
4132 allflags |= ScriptControlled.CONTROL_ROT_RIGHT; 4132 }
4133 } 4133 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that
4134 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) 4134 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands)
4135 { 4135 {
4136 allflags |= ScriptControlled.CONTROL_ROT_LEFT; 4136 lock (scriptedcontrols)
4137 } 4137 {
4138 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that 4138 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols)
4139 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands) 4139 {
4140 { 4140 UUID scriptUUID = kvp.Key;
4141 lock (scriptedcontrols) 4141 ScriptControllers scriptControlData = kvp.Value;
4142 { 4142
4143 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols) 4143 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us
4144 { 4144 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle
4145 UUID scriptUUID = kvp.Key; 4145 ScriptControlled localChange = localHeld ^ localLast; // the changed bits
4146 ScriptControllers scriptControlData = kvp.Value; 4146 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO)
4147 4147 {
4148 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us 4148 // only send if still pressed or just changed
4149 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle 4149 m_scene.EventManager.TriggerControlEvent(scriptUUID, UUID, (uint)localHeld, (uint)localChange);
4150 ScriptControlled localChange = localHeld ^ localLast; // the changed bits 4150 }
4151 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO) 4151 }
4152 { 4152 }
4153 // only send if still pressed or just changed 4153 }
4154 m_scene.EventManager.TriggerControlEvent(scriptUUID, UUID, (uint)localHeld, (uint)localChange); 4154
4155 } 4155 LastCommands = allflags;
4156 } 4156 }
4157 } 4157
4158 } 4158 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored)
4159 4159 {
4160 LastCommands = allflags; 4160 if (ignored == ScriptControlled.CONTROL_ZERO)
4161 } 4161 return flags;
4162 4162
4163 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored) 4163 if ((ignored & ScriptControlled.CONTROL_BACK) != 0)
4164 { 4164 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
4165 if (ignored == ScriptControlled.CONTROL_ZERO) 4165 if ((ignored & ScriptControlled.CONTROL_FWD) != 0)
4166 return flags; 4166 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_AT_POS);
4167 4167 if ((ignored & ScriptControlled.CONTROL_DOWN) != 0)
4168 if ((ignored & ScriptControlled.CONTROL_BACK) != 0) 4168 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG);
4169 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); 4169 if ((ignored & ScriptControlled.CONTROL_UP) != 0)
4170 if ((ignored & ScriptControlled.CONTROL_FWD) != 0) 4170 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_UP_POS);
4171 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_AT_POS); 4171 if ((ignored & ScriptControlled.CONTROL_LEFT) != 0)
4172 if ((ignored & ScriptControlled.CONTROL_DOWN) != 0) 4172 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
4173 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG); 4173 if ((ignored & ScriptControlled.CONTROL_RIGHT) != 0)
4174 if ((ignored & ScriptControlled.CONTROL_UP) != 0) 4174 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG);
4175 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_UP_POS); 4175 if ((ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0)
4176 if ((ignored & ScriptControlled.CONTROL_LEFT) != 0) 4176 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG);
4177 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); 4177 if ((ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0)
4178 if ((ignored & ScriptControlled.CONTROL_RIGHT) != 0) 4178 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS);
4179 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG); 4179 if ((ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0)
4180 if ((ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0) 4180 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN);
4181 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG); 4181 if ((ignored & ScriptControlled.CONTROL_LBUTTON) != 0)
4182 if ((ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0) 4182 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN);
4183 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS); 4183
4184 if ((ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0) 4184 //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
4185 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN); 4185 //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
4186 if ((ignored & ScriptControlled.CONTROL_LBUTTON) != 0) 4186 //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
4187 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN); 4187 //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
4188 4188 //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
4189 //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, 4189 //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
4190 //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, 4190 //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
4191 //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, 4191
4192 //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, 4192 return flags;
4193 //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 4193 }
4194 //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 4194
4195 //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 4195 /// <summary>
4196 4196 /// RezAttachments. This should only be called upon login on the first region.
4197 return flags; 4197 /// Attachment rezzings on crossings and TPs are done in a different way.
4198 } 4198 /// </summary>
4199 4199 public void RezAttachments()
4200 /// <summary> 4200 {
4201 /// RezAttachments. This should only be called upon login on the first region. 4201 if (null == m_appearance)
4202 /// Attachment rezzings on crossings and TPs are done in a different way. 4202 {
4203 /// </summary> 4203 m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID);
4204 public void RezAttachments() 4204 return;
4205 { 4205 }
4206 if (null == m_appearance) 4206
4207 { 4207 XmlDocument doc = new XmlDocument();
4208 m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID); 4208 string stateData = String.Empty;
4209 return; 4209
4210 } 4210 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4211 4211 if (attServ != null)
4212 XmlDocument doc = new XmlDocument(); 4212 {
4213 string stateData = String.Empty; 4213 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4214 4214 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4215 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>(); 4215 if (stateData != String.Empty)
4216 if (attServ != null) 4216 {
4217 { 4217 try
4218 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service"); 4218 {
4219 stateData = attServ.Get(ControllingClient.AgentId.ToString()); 4219 doc.LoadXml(stateData);
4220 if (stateData != String.Empty) 4220 }
4221 { 4221 catch { }
4222 try 4222 }
4223 { 4223 }
4224 doc.LoadXml(stateData); 4224
4225 } 4225 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4226 catch { } 4226
4227 } 4227 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4228 } 4228 if (nodes.Count > 0)
4229 4229 {
4230 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>(); 4230 foreach (XmlNode n in nodes)
4231 4231 {
4232 XmlNodeList nodes = doc.GetElementsByTagName("Attachment"); 4232 XmlElement elem = (XmlElement)n;
4233 if (nodes.Count > 0) 4233 string itemID = elem.GetAttribute("ItemID");
4234 { 4234 string xml = elem.InnerXml;
4235 foreach (XmlNode n in nodes) 4235
4236 { 4236 itemData[new UUID(itemID)] = xml;
4237 XmlElement elem = (XmlElement)n; 4237 }
4238 string itemID = elem.GetAttribute("ItemID"); 4238 }
4239 string xml = elem.InnerXml; 4239
4240 4240 List<int> attPoints = m_appearance.GetAttachedPoints();
4241 itemData[new UUID(itemID)] = xml; 4241 foreach (int p in attPoints)
4242 } 4242 {
4243 } 4243 if (m_isDeleted)
4244 4244 return;
4245 List<int> attPoints = m_appearance.GetAttachedPoints(); 4245
4246 foreach (int p in attPoints) 4246 UUID itemID = m_appearance.GetAttachedItem(p);
4247 { 4247 UUID assetID = m_appearance.GetAttachedAsset(p);
4248 if (m_isDeleted) 4248
4249 return; 4249 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
4250 4250 // But they're not used anyway, the item is being looked up for now, so let's proceed.
4251 UUID itemID = m_appearance.GetAttachedItem(p); 4251 //if (UUID.Zero == assetID)
4252 UUID assetID = m_appearance.GetAttachedAsset(p); 4252 //{
4253 4253 // m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
4254 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down 4254 // continue;
4255 // But they're not used anyway, the item is being looked up for now, so let's proceed. 4255 //}
4256 //if (UUID.Zero == assetID) 4256
4257 //{ 4257 try
4258 // m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID); 4258 {
4259 // continue; 4259 string xmlData;
4260 //} 4260 XmlDocument d = new XmlDocument();
4261 4261 UUID asset;
4262 try 4262 if (itemData.TryGetValue(itemID, out xmlData))
4263 { 4263 {
4264 string xmlData; 4264 d.LoadXml(xmlData);
4265 XmlDocument d = new XmlDocument(); 4265 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4266 UUID asset; 4266
4267 if (itemData.TryGetValue(itemID, out xmlData)) 4267 // Rez from inventory
4268 { 4268 asset
4269 d.LoadXml(xmlData); 4269 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4270 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID); 4270
4271 4271 }
4272 // Rez from inventory 4272 else
4273 asset 4273 {
4274 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d); 4274 // Rez from inventory (with a null doc to let
4275 4275 // CHANGED_OWNER happen)
4276 } 4276 asset
4277 else 4277 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4278 { 4278 }
4279 // Rez from inventory (with a null doc to let 4279
4280 // CHANGED_OWNER happen) 4280 m_log.InfoFormat(
4281 asset 4281 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
4282 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null); 4282 p, itemID, assetID, asset);
4283 } 4283 }
4284 4284 catch (Exception e)
4285 m_log.InfoFormat( 4285 {
4286 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4286 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString());
4287 p, itemID, assetID, asset); 4287 }
4288 } 4288 }
4289 catch (Exception e) 4289 }
4290 { 4290
4291 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString()); 4291 private void ReprioritizeUpdates()
4292 } 4292 {
4293 } 4293 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)
4294 } 4294 {
4295 4295 lock (m_reprioritization_timer)
4296 private void ReprioritizeUpdates() 4296 {
4297 { 4297 if (!m_reprioritizing)
4298 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time) 4298 m_reprioritization_timer.Enabled = m_reprioritizing = true;
4299 { 4299 else
4300 lock (m_reprioritization_timer) 4300 m_reprioritization_called = true;
4301 { 4301 }
4302 if (!m_reprioritizing) 4302 }
4303 m_reprioritization_timer.Enabled = m_reprioritizing = true; 4303 }
4304 else 4304
4305 m_reprioritization_called = true; 4305 private void Reprioritize(object sender, ElapsedEventArgs e)
4306 } 4306 {
4307 } 4307 m_controllingClient.ReprioritizeUpdates();
4308 } 4308
4309 4309 lock (m_reprioritization_timer)
4310 private void Reprioritize(object sender, ElapsedEventArgs e) 4310 {
4311 { 4311 m_reprioritization_timer.Enabled = m_reprioritizing = m_reprioritization_called;
4312 m_controllingClient.ReprioritizeUpdates(); 4312 m_reprioritization_called = false;
4313 4313 }
4314 lock (m_reprioritization_timer) 4314 }
4315 { 4315
4316 m_reprioritization_timer.Enabled = m_reprioritizing = m_reprioritization_called; 4316 private Vector3 Quat2Euler(Quaternion rot){
4317 m_reprioritization_called = false; 4317 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4318 } 4318 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4319 } 4319 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4320 4320 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4321 private Vector3 Quat2Euler(Quaternion rot){ 4321 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4322 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , 4322 return(new Vector3(x,y,z));
4323 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); 4323 }
4324 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); 4324
4325 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , 4325
4326 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); 4326 }
4327 return(new Vector3(x,y,z)); 4327}
4328 }
4329
4330
4331 }
4332}