From 5c2d4002352324d138979f0700d01a86a727a6be Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Thu, 23 Oct 2008 20:06:23 +0000 Subject: * Apply http://opensimulator.org/mantis/view.php?id=2459 * Implements the rest of llGetAgentInfo() with the exception of AGENT_BUSY. * Thanks nlin --- OpenSim/Region/Environment/Scenes/AnimationSet.cs | 4 +++ OpenSim/Region/Environment/Scenes/ScenePresence.cs | 5 +++ .../Shared/Api/Implementation/LSL_Api.cs | 42 ++++++++++++++++++---- 3 files changed, 44 insertions(+), 7 deletions(-) diff --git a/OpenSim/Region/Environment/Scenes/AnimationSet.cs b/OpenSim/Region/Environment/Scenes/AnimationSet.cs index 0b7188a..df25173 100644 --- a/OpenSim/Region/Environment/Scenes/AnimationSet.cs +++ b/OpenSim/Region/Environment/Scenes/AnimationSet.cs @@ -38,6 +38,10 @@ namespace OpenSim.Region.Environment.Scenes private Animation m_defaultAnimation = new Animation(); private List m_animations = new List(); + public Animation DefaultAnimation + { + get { return m_defaultAnimation; } + } public AnimationSet() { ResetDefaultAnimation(); diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index 321e164..f36e3aa 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs @@ -462,6 +462,11 @@ namespace OpenSim.Region.Environment.Scenes get { return m_knownChildRegions; } } + public AnimationSet Animations + { + get { return m_animations; } + } + #endregion #region Constructor(s) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 060fde2..1462922 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -4628,10 +4628,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// /// Not fully implemented yet. Still to do:- - /// AGENT_SITTING - /// AGENT_ON_OBJECT - /// AGENT_IN_AIR - /// AGENT_CROUCHING /// AGENT_BUSY /// Remove as they are done /// @@ -4639,8 +4635,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); - // This is partial implementation. - UUID key = new UUID(); if (!UUID.TryParse(id, out key)) { @@ -4655,6 +4649,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return 0; } + // note: in OpenSim, sitting seems to cancel AGENT_ALWAYS_RUN, unlike SL if (agent.SetAlwaysRun) { flags |= ScriptBaseClass.AGENT_ALWAYS_RUN; @@ -4670,6 +4665,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) { flags |= ScriptBaseClass.AGENT_FLYING; + flags |= ScriptBaseClass.AGENT_IN_AIR; // flying always implies in-air, even if colliding with e.g. a wall } if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AWAY) != 0) @@ -4677,6 +4673,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api flags |= ScriptBaseClass.AGENT_AWAY; } + // seems to get unset, even if in mouselook, when avatar is sitting on a prim??? if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0) { flags |= ScriptBaseClass.AGENT_MOUSELOOK; @@ -4688,12 +4685,43 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } string agentMovementAnimation = agent.GetMovementAnimation(); + + if (agentMovementAnimation == "CROUCH") + { + flags |= ScriptBaseClass.AGENT_CROUCHING; + } + if (agentMovementAnimation == "WALK" || agentMovementAnimation == "CROUCHWALK") { flags |= ScriptBaseClass.AGENT_WALKING; } - //NotImplemented("llGetAgentInfo"); + // not colliding implies in air. Note: flying also implies in-air, even if colliding (see above) + + // note: AGENT_IN_AIR and AGENT_WALKING seem to be mutually exclusive states in SL. + + // note: this may need some tweaking when walking downhill. you "fall down" for a brief instant + // and don't collide when walking downhill, which instantly registers as in-air, briefly. should + // there be some minimum non-collision threshold time before claiming the avatar is in-air? + if ((flags & ScriptBaseClass.AGENT_WALKING) == 0 && + agent.PhysicsActor != null && + !agent.PhysicsActor.IsColliding) + { + flags |= ScriptBaseClass.AGENT_IN_AIR; + } + + if (agent.ParentID != 0) + { + flags |= ScriptBaseClass.AGENT_ON_OBJECT; + flags |= ScriptBaseClass.AGENT_SITTING; + } + + if (agent.Animations.DefaultAnimation.AnimID == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) + { + flags |= ScriptBaseClass.AGENT_SITTING; + } + + //NotImplemented("llGetAgentInfo"); return flags; } -- cgit v1.1