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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.world
{
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 RegionInfo m_regInfo;
/// <summary>
///
/// </summary>
/// <param name="theClient"></param>
/// <param name="world"></param>
/// <param name="clientThreads"></param>
/// <param name="regionDat"></param>
public Avatar(IClientAPI theClient, World world, Dictionary<uint, IClientAPI> clientThreads, RegionInfo reginfo)
{
m_world = world;
m_clientThreads = clientThreads;
this.uuid = theClient.AgentId;
m_regInfo = reginfo;
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 = 8880000 + (this.m_world._localNumber++);
Pos = ControllingClient.StartPos;
visualParams = new byte[218];
for (int i = 0; i < 218; i++)
{
visualParams[i] = 100;
}
Wearables = new AvatarWearable[13]; //should be 13 of these
for (int i = 0; i < 13; i++)
{
Wearables[i] = new AvatarWearable();
}
this.Wearables[0].AssetID = new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73");
this.Wearables[0].ItemID = LLUUID.Random();
this.avatarAppearanceTexture = new LLObject.TextureEntry(new LLUUID("00000000-0000-0000-5005-000000000005"));
Console.WriteLine("avatar point 4");
//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 GenericCall3(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)
{
}
/// <summary>
///
/// </summary>
public override void addForces()
{
}
/// <summary>
/// likely to removed very soon
/// </summary>
/// <param name="name"></param>
public static void SetupTemplate(string name)
{
}
/// <summary>
/// likely to removed very soon
/// </summary>
/// <param name="objdata"></param>
protected static void SetDefaultPacketValues(ObjectUpdatePacket.ObjectDataBlock objdata)
{
}
/// <summary>
///
/// </summary>
public void CompleteMovement()
{
this.ControllingClient.MoveAgentIntoRegion(m_regInfo);
}
/// <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>
public void SendRegionHandshake()
{
this.m_world.estateManager.sendRegionHandshake(this.ControllingClient);
}
/// <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()
{
}
}
}
}
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