aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/OpenSim.Region/Scenes/Avatar.cs
blob: 98d7564694a8128e4b3958c541e72142cea035a0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
/*
* Copyright (c) Contributors, http://www.openmetaverse.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*     * Redistributions of source code must retain the above copyright
*       notice, this list of conditions and the following disclaimer.
*     * Redistributions in binary form must reproduce the above copyright
*       notice, this list of conditions and the following disclaimer in the
*       documentation and/or other materials provided with the distribution.
*     * Neither the name of the OpenSim Project nor the
*       names of its contributors may be used to endorse or promote products
*       derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* 
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Physics.Manager;
using OpenSim.Framework.Inventory;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using Axiom.MathLib;

namespace OpenSim.Region.Scenes
{
    public partial class Avatar : Entity
    {
        public static bool PhysicsEngineFlying = false;
        public static AvatarAnimations Animations;
        public string firstname;
        public string lastname;
        public IClientAPI ControllingClient;
        public LLUUID current_anim;
        public int anim_seq;
        private static libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate;
        private bool updateflag = false;
        private byte movementflag = 0;
        private List<NewForce> forcesList = new List<NewForce>();
        private short _updateCount = 0;
        private Axiom.MathLib.Quaternion bodyRot;
        private LLObject.TextureEntry avatarAppearanceTexture = null;
        private byte[] visualParams;
        private AvatarWearable[] Wearables;
        private LLVector3 positionLastFrame = new LLVector3(0, 0, 0);
        private ulong m_regionHandle;
        private Dictionary<uint, IClientAPI> m_clientThreads;
        private bool childAvatar = false;
        private bool newForce = false;

        protected RegionInfo m_regionInfo;
        /// <summary>
        /// 
        /// </summary>
        /// <param name="theClient"></param>
        /// <param name="world"></param>
        /// <param name="clientThreads"></param>
        /// <param name="regionDat"></param>
        public Avatar(IClientAPI theClient, Scene world, Dictionary<uint, IClientAPI> clientThreads, RegionInfo reginfo)
        {

            m_world = world;
            m_clientThreads = clientThreads;
            this.uuid = theClient.AgentId;

            m_regionInfo = reginfo;
            m_regionHandle = reginfo.RegionHandle;
            OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "Avatar.cs - Loading details from grid (DUMMY)");
            ControllingClient = theClient;
            this.firstname = ControllingClient.FirstName;
            this.lastname = ControllingClient.LastName;
            localid = this.m_world.NextLocalId;
            Pos = ControllingClient.StartPos;
            visualParams = new byte[218];
            for (int i = 0; i < 218; i++)
            {
                visualParams[i] = 100;
            }

            Wearables = AvatarWearable.DefaultWearables;
            
            this.avatarAppearanceTexture = new LLObject.TextureEntry(new LLUUID("00000000-0000-0000-5005-000000000005"));
            
            //register for events
            ControllingClient.OnRequestWearables += new GenericCall(this.SendOurAppearance);
            //ControllingClient.OnSetAppearance += new SetAppearance(this.SetAppearance);
            ControllingClient.OnCompleteMovementToRegion += new GenericCall2(this.CompleteMovement);
            ControllingClient.OnCompleteMovementToRegion += new GenericCall2(this.SendInitialPosition);
            ControllingClient.OnAgentUpdate += new UpdateAgent(this.HandleAgentUpdate);
           // ControllingClient.OnStartAnim += new StartAnim(this.SendAnimPack);
            ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
            //ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
            
        }

        /// <summary>
        /// 
        /// </summary>
        public PhysicsActor PhysActor
        {
            set
            {
                this._physActor = value;
            }
            get
            {
                return _physActor;
            }
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="status"></param>
        public void ChildStatusChange(bool status)
        {
            this.childAvatar = status;

            if (this.childAvatar == true)
            {
                this.Velocity = new LLVector3(0, 0, 0);
                this.Pos = new LLVector3(128, 128, 70);
                
            }
        }
        
        /// <summary>
        /// 
        /// </summary>
        public override void addForces()
        {
            newForce = false;
            lock (this.forcesList)
            {   
                if (this.forcesList.Count > 0)
                {
                    for (int i = 0; i < this.forcesList.Count; i++)
                    {
                        NewForce force = this.forcesList[i];
                        
                        this.updateflag = true;
                        this.Velocity = new LLVector3(force.X, force.Y, force.Z); //shouldn't really be doing this
                        this.newForce = true;
                    }
                    for (int i = 0; i < this.forcesList.Count; i++)
                    {
                        this.forcesList.RemoveAt(0);
                    }
                }
            }
        }

        public void SendTerseUpdateToClient(IClientAPI RemoteClient)
        {
            LLVector3 pos = this.Pos;
            LLVector3 vel = this.Velocity;
            RemoteClient.SendAvatarTerseUpdate(this.m_regionHandle,  64096, this.localid, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z)); 
        }

        /// <summary>
        /// 
        /// </summary>
        public void SendTerseUpdateToALLClients()
        {
            List<Avatar> avatars = this.m_world.RequestAvatarList();
            for (int i = 0; i < avatars.Count; i++)
            {
                this.SendTerseUpdateToClient(avatars[i].ControllingClient);
            }
        }

        /// <summary>
        /// Complete Avatar's movement into the region
        /// </summary>
        public void CompleteMovement()
        {
            this.ControllingClient.MoveAgentIntoRegion(m_regionInfo, Pos);
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="pack"></param>
        public void HandleAgentUpdate(Packet pack)
        {
            this.HandleUpdate((AgentUpdatePacket)pack);
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="pack"></param>
        public void HandleUpdate(AgentUpdatePacket pack)
        {

        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="pack"></param>
        public void HandleAgentUpdate(IClientAPI remoteClient, uint flags, LLQuaternion bodyRotation)
        {
            
            if ((flags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
            {
                Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
                if (((movementflag & 1) == 0) || (q != this.bodyRot))
                {
                    //we should add a new force to the list
                    // but for now we will deal with velocities
                    NewForce newVelocity = new NewForce();
                    Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0);
                    Axiom.MathLib.Vector3 direc = q * v3;
                    direc.Normalize();

                    //work out velocity for sim physics system
                    direc = direc * ((0.03f) * 128f);
                    if (this._physActor.Flying)
                        direc *= 4;

                    newVelocity.X = direc.x;
                    newVelocity.Y = direc.y;
                    newVelocity.Z = direc.z;
                    this.forcesList.Add(newVelocity);
                    movementflag = 1;
                    this.bodyRot = q;
                }
            }
            else
            {
                if ((movementflag) != 0)
                {
                    NewForce newVelocity = new NewForce();
                    newVelocity.X = 0;
                    newVelocity.Y = 0;
                    newVelocity.Z = 0;
                    this.forcesList.Add(newVelocity);
                    movementflag = 0;
                }
            }
            
        }

        /// <summary>
        /// 
        /// </summary>
        public static void LoadAnims()
        {

        }
        
        /// <summary>
        /// 
        /// </summary>
        public override void LandRenegerated()
        {

        }


        public class NewForce
        {
            public float X;
            public float Y;
            public float Z;

            public NewForce()
            {

            }
        }
    }

}