aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes/ScenePresence.cs
blob: fa37b9fd1657a136674f7b31ef912c1ff5233605 (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
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
/*
* Copyright (c) Contributors, http://opensimulator.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 Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework.Console;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using OpenSim.Framework.Utilities;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Environment.Regions;

namespace OpenSim.Region.Environment.Scenes
{
    public partial class ScenePresence : EntityBase
    {
        public static AvatarAnimations Animations;
        public static byte[] DefaultTexture;

        public LLUUID CurrentAnimation;
        public int AnimationSeq;

        private bool m_updateflag = false;
        private byte m_movementflag = 0;
        private readonly List<NewForce> m_forcesList = new List<NewForce>();
        private short m_updateCount = 0;

        private Quaternion bodyRot;
        private byte[] visualParams;
        private AvatarWearable[] Wearables;
        private LLObject.TextureEntry m_textureEntry;

        public bool IsRestrictedToRegion = false;

        private bool m_newForce = false;
        private bool m_newAvatar = false;
        private bool m_newCoarseLocations = true;

        protected RegionInfo m_regionInfo;
        protected ulong crossingFromRegion = 0;

        private readonly Vector3[] Dir_Vectors = new Vector3[6];
        private LLVector3 lastPhysPos = new LLVector3();

        private enum Dir_ControlFlags
        {
            DIR_CONTROL_FLAG_FOWARD = MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS,
            DIR_CONTROL_FLAG_BACK = MainAvatar.ControlFlags.AGENT_CONTROL_AT_NEG,
            DIR_CONTROL_FLAG_LEFT = MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_POS,
            DIR_CONTROL_FLAG_RIGHT = MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_NEG,
            DIR_CONTROL_FLAG_UP = MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS,
            DIR_CONTROL_FLAG_DOWN = MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG
        }

        /// <summary>
        /// Position at which a significant movement was made
        /// </summary>
        private LLVector3 posLastSignificantMove = new LLVector3();

        public delegate void SignificantClientMovement(IClientAPI remote_client);

        public event SignificantClientMovement OnSignificantClientMovement;

        //public List<SceneObjectGroup> InterestList = new List<SceneObjectGroup>();

        // private Queue<SceneObjectGroup> m_fullGroupUpdates = new Queue<SceneObjectGroup>();
        // private Queue<SceneObjectGroup> m_terseGroupUpdates = new Queue<SceneObjectGroup>();

        private readonly Queue<SceneObjectPart> m_fullPartUpdates = new Queue<SceneObjectPart>();
        private readonly Queue<SceneObjectPart> m_tersePartUpdates = new Queue<SceneObjectPart>();

        #region Properties

        /// <summary>
        /// 
        /// </summary>
        public PhysicsActor PhysicsActor
        {
            set { m_physicsActor = value; }
            get { return m_physicsActor; }
        }

        public bool Updated
        {
            set { m_updateflag = value; }
            get { return m_updateflag; }
        }

        private readonly ulong m_regionHandle;
        public ulong RegionHandle
        {
            get { return m_regionHandle; }
        }

        private readonly string m_firstname;
        public string Firstname
        {
            get { return m_firstname; }
        }

        private readonly string m_lastname;
        public string Lastname
        {
            get { return m_lastname; }
        }

        private readonly IClientAPI m_controllingClient;
        protected PhysicsActor m_physicsActor;

        public IClientAPI ControllingClient
        {
            get { return m_controllingClient; }
        }

        public LLVector3 AbsolutePosition
        {
            get
            {
                if (m_physicsActor != null)
                {
                    m_pos.X = m_physicsActor.Position.X;
                    m_pos.Y = m_physicsActor.Position.Y;
                    m_pos.Z = m_physicsActor.Position.Z;
                }

                return m_pos;
            }
            set
            {
                if (m_physicsActor != null)
                {
                    try
                    {
                        lock (m_scene.SyncRoot)
                        {
                            m_physicsActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
                        }
                    }
                    catch (Exception e)
                    {
                        Console.WriteLine(e.Message);
                    }
                }

                m_pos = value;
            }
        }        
      
        public LLVector3 Velocity
        {
            get
            {
                if (m_physicsActor != null)
                {
                    m_velocity.X = m_physicsActor.Velocity.X;
                    m_velocity.Y = m_physicsActor.Velocity.Y;
                    m_velocity.Z = m_physicsActor.Velocity.Z;
                }

                return m_velocity;
            }
            set
            {
                if (m_physicsActor != null)
                {
                    try
                    {
                        lock (m_scene.SyncRoot)
                        {
                            m_physicsActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
                        }
                    }
                    catch (Exception e)
                    {
                        Console.WriteLine(e.Message);
                    }
                }

                m_velocity = value;
            }
        }

        private bool m_isChildAgent = true;
        public bool IsChildAgent
        {
            get { return m_isChildAgent; }
            set { m_isChildAgent = value; }
        }

        private RegionSubscription m_regionSubscription;

        public RegionSubscription RegionSubscription
        {
            get { return m_regionSubscription; }
        }

        #endregion

        #region Constructor(s)

        /// <summary>
        /// 
        /// </summary>
        /// <param name="client"></param>
        /// <param name="world"></param>
        /// <param name="clientThreads"></param>
        /// <param name="regionDat"></param>
        public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo)
        {
            m_regionSubscription = new RegionSubscription( client );

            m_scene = world;
            m_uuid = client.AgentId;

            m_regionInfo = reginfo;
            m_regionHandle = reginfo.RegionHandle;
            MainLog.Instance.Verbose("Avatar.cs ");
            m_controllingClient = client;
            m_firstname = m_controllingClient.FirstName;
            m_lastname = m_controllingClient.LastName;
            m_localId = m_scene.NextLocalId;
            AbsolutePosition = m_controllingClient.StartPos;

            visualParams = new byte[218];
            for (int i = 0; i < 218; i++)
            {
                visualParams[i] = 100;
            }

            Wearables = AvatarWearable.DefaultWearables;
            Animations = new AvatarAnimations();
            Animations.LoadAnims();

            //register for events
            m_controllingClient.OnRequestWearables += SendOurAppearance;
            m_controllingClient.OnSetAppearance += new SetAppearance(SetAppearance);
            m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
            m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
            m_controllingClient.OnAgentUpdate += HandleAgentUpdate;
            // ControllingClient.OnStartAnim += new StartAnim(this.SendAnimPack);
            // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
            //ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);

            Dir_Vectors[0] = new Vector3(1, 0, 0); //FOWARD
            Dir_Vectors[1] = new Vector3(-1, 0, 0); //BACK
            Dir_Vectors[2] = new Vector3(0, 1, 0); //LEFT
            Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT
            Dir_Vectors[4] = new Vector3(0, 0, 1); //UP
            Dir_Vectors[5] = new Vector3(0, 0, -1); //DOWN

            m_textureEntry = new LLObject.TextureEntry(DefaultTexture, 0, DefaultTexture.Length);

            //temporary until we move some code into the body classes

            if (m_newAvatar)
            {
                //do we need to use newAvatar? not sure so have added this to kill the compile warning
            }
        }

        #endregion

        public void AddTersePart(SceneObjectPart part)
        {
            m_tersePartUpdates.Enqueue(part);
        }

        public void AddFullPart(SceneObjectPart part)
        {
            m_fullPartUpdates.Enqueue(part);
        }

        public void SendPrimUpdates()
        {
            if (m_tersePartUpdates.Count > 0)
            {
                bool terse = true;
                int terseCount = 0;

                while (terse)
                {
                    SceneObjectPart part = m_tersePartUpdates.Dequeue();
                    part.SendTerseUpdate(m_controllingClient);
                    terseCount++;

                    if ((m_tersePartUpdates.Count < 1) | (terseCount > 30))
                    {
                        terse = false;
                    }
                }
            }
            if (m_fullPartUpdates.Count > 0)
            {
                bool full = true;
                int fullCount = 0;

                while (full)
                {
                    SceneObjectPart part = m_fullPartUpdates.Dequeue();
                    part.SendFullUpdate(m_controllingClient);
                    fullCount++;
                    if ((m_fullPartUpdates.Count < 1) | (fullCount > 40))
                    {
                        full = false;
                    }
                }
            }
        }

        #region Status Methods

        public void MakeAvatarPhysical(LLVector3 pos, bool isFlying)
        {
            m_newAvatar = true;
            m_isChildAgent = false;

            AbsolutePosition = pos;

            AddToPhysicalScene( );
            m_physicsActor.Flying = isFlying;


            m_scene.SendAllSceneObjectsToClient(this);
        }

        protected void MakeChildAgent()
        {
            Velocity = new LLVector3(0, 0, 0);
            m_isChildAgent = true;

            RemoveFromPhysicalScene();

            //this.Pos = new LLVector3(128, 128, 70);  
        }

        private void RemoveFromPhysicalScene()
        {
            m_scene.PhysScene.RemoveAvatar( this.PhysicsActor );
            this.PhysicsActor = null;
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="pos"></param>
        public void Teleport(LLVector3 pos)
        {
            AbsolutePosition = pos;
            SendTerseUpdateToAllClients();
        }

        /// <summary>
        /// 
        /// </summary>
        public void StopMovement()
        {
        }

        #endregion

        #region Event Handlers

        /// <summary>
        /// 
        /// </summary>
        /// <param name="texture"></param>
        /// <param name="visualParam"></param>
        public void SetAppearance(byte[] texture, AgentSetAppearancePacket.VisualParamBlock[] visualParam)
        {
            LLObject.TextureEntry textureEnt = new LLObject.TextureEntry(texture, 0, texture.Length);
            m_textureEntry = textureEnt;

            for (int i = 0; i < visualParam.Length; i++)
            {
                visualParams[i] = visualParam[i].ParamValue;
            }

            SendAppearanceToAllOtherAgents();
        }

        /// <summary>
        /// Complete Avatar's movement into the region
        /// </summary>
        public void CompleteMovement()
        {
            LLVector3 look = Velocity;
            if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
            {
                look = new LLVector3(0.99f, 0.042f, 0);
            }

            m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);

            if (m_isChildAgent)
            {
                m_isChildAgent = false;

                //this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient);
            }
        }

        public void HandleAgentUpdate(IClientAPI remoteClient, uint flags, LLQuaternion bodyRotation)
        {
            if (m_isChildAgent)
            {
                Console.WriteLine("DEBUG: HandleAgentUpdate: child agent");
                return;
            }

            if(PhysicsActor==null) {
                Console.WriteLine("DEBUG: HandleAgentUpdate: null PhysicsActor!");
                return;
            }
            int i = 0;
            bool update_movementflag = false;
            bool update_rotation = false;
            bool DCFlagKeyPressed = false;
            Vector3 agent_control_v3 = new Vector3(0, 0, 0);
            Quaternion q = new Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
            bool oldflying = PhysicsActor.Flying;
            PhysicsActor.Flying = ((flags & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_FLY) != 0);
            if (PhysicsActor.Flying != oldflying)
            {
                update_movementflag = true;
            }

            if (q != bodyRot)
            {
                bodyRot = q;
                update_rotation = true;
            }
            foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof (Dir_ControlFlags)))
            {
                if ((flags & (uint) DCF) != 0)
                {
                    DCFlagKeyPressed = true;
                    agent_control_v3 += Dir_Vectors[i];
                    if ((m_movementflag & (uint) DCF) == 0)
                    {
                        m_movementflag += (byte) (uint) DCF;
                        update_movementflag = true;
                    }
                }
                else
                {
                    if ((m_movementflag & (uint) DCF) != 0)
                    {
                        m_movementflag -= (byte) (uint) DCF;
                        update_movementflag = true;
                    }
                }
                i++;
            }
            if ((update_movementflag) || (update_rotation && DCFlagKeyPressed))
            {
                AddNewMovement(agent_control_v3, q);
            }
            UpdateMovementAnimations(update_movementflag);
        }

        protected void UpdateMovementAnimations(bool update_movementflag)
        {
            if (update_movementflag)
            {
                if (m_movementflag != 0)
                {
                    if (m_physicsActor.Flying)
                    {
                        SendAnimPack(Animations.AnimsLLUUID["FLY"], 1);
                    }
                    else
                    {
                        SendAnimPack(Animations.AnimsLLUUID["WALK"], 1);
                    }
                }
                else
                {
                    SendAnimPack(Animations.AnimsLLUUID["STAND"], 1);
                }
            }
        }


        protected void AddNewMovement(Vector3 vec, Quaternion rotation)
        {
            if (m_isChildAgent)
            {
                Console.WriteLine("DEBUG: AddNewMovement: child agent");
                return;
            }

            NewForce newVelocity = new NewForce();
            Vector3 direc = rotation*vec;
            direc.Normalize();

            direc = direc*((0.03f)*128f);
            if (m_physicsActor.Flying)
                direc *= 4;

            newVelocity.X = direc.x;
            newVelocity.Y = direc.y;
            newVelocity.Z = direc.z;
            m_forcesList.Add(newVelocity);
        }

        #endregion

        #region Overridden Methods

        /// <summary>
        /// 
        /// </summary>
        public override void Update()
        {
            SendPrimUpdates();

            if (m_newCoarseLocations)
            {
                SendCoarseLocations();
                m_newCoarseLocations = false;
            }

            if (m_isChildAgent == false)
            {
                /// check for user movement 'forces' (ie commands to move)
                if (m_newForce)
                {
                    SendTerseUpdateToAllClients();
                    m_updateCount = 0;
                }

                    /// check for scripted movement (?)
                else if (m_movementflag != 0)
                {
                    m_updateCount++;
                    if (m_updateCount > 3)
                    {
                        SendTerseUpdateToAllClients();
                        m_updateCount = 0;
                    }
                }

                    /// check for physics-related movement
                else if (lastPhysPos.GetDistanceTo(AbsolutePosition) > 0.02)
                {
                    SendTerseUpdateToAllClients();
                    m_updateCount = 0;
                    lastPhysPos = AbsolutePosition;
                }
                CheckForSignificantMovement();
                CheckForBorderCrossing();
            }
        }

        #endregion

        #region Update Client(s)

        /// <summary>
        /// 
        /// </summary>
        /// <param name="RemoteClient"></param>
        public void SendTerseUpdateToClient(IClientAPI RemoteClient)
        {
            LLVector3 pos = AbsolutePosition;
            LLVector3 vel = Velocity;
            LLQuaternion rot;
            rot.X = bodyRot.x;
            rot.Y = bodyRot.y;
            rot.Z = bodyRot.z;
            rot.W = bodyRot.w;
            RemoteClient.SendAvatarTerseUpdate(m_regionHandle, 64096, LocalId, new LLVector3(pos.X, pos.Y, pos.Z),
                                               new LLVector3(vel.X, vel.Y, vel.Z), rot);
        }

        /// <summary>
        /// 
        /// </summary>
        public void SendTerseUpdateToAllClients()
        {
            m_scene.Broadcast( SendTerseUpdateToClient );
        }

        public void SendCoarseLocations()
        {
            List<LLVector3> CoarseLocations = new List<LLVector3>();
            List<ScenePresence> avatars = m_scene.GetAvatars();
            for (int i = 0; i < avatars.Count; i++)
            {
                if (avatars[i] != this )
                {
                    CoarseLocations.Add(avatars[i].AbsolutePosition);
                }
            }

            m_controllingClient.SendCoarseLocationUpdate(CoarseLocations);
        }

        public void CoarseLocationChange()
        {
            m_newCoarseLocations = true;
        }

      


        /// <summary>
        /// 
        /// </summary>
        /// <param name="remoteAvatar"></param>
        public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
        {
            remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid,
                                                          LocalId, AbsolutePosition, m_textureEntry.ToBytes());
        }

        public void SendFullUpdateToAllClients()
        {
            List<ScenePresence> avatars = m_scene.GetScenePresences();
            foreach (ScenePresence avatar in avatars)
            {
                SendFullUpdateToOtherClient(avatar);
                if (avatar.LocalId != LocalId)
                {
                    if (!avatar.m_isChildAgent)
                    {
                        avatar.SendFullUpdateToOtherClient(this);
                        avatar.SendAppearanceToOtherAgent(this);
                    }
                }
            }
        }

        /// <summary>
        /// 
        /// </summary>
        public void SendInitialData()
        {
            m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId,
                                             AbsolutePosition, m_textureEntry.ToBytes());
            if (!m_isChildAgent)
            {
                m_scene.InformClientOfNeighbours(m_controllingClient);
                m_newAvatar = false;
            }

            SendFullUpdateToAllClients();
            SendAppearanceToAllOtherAgents();
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="OurClient"></param>
        public void SendOurAppearance(IClientAPI OurClient)
        {
            m_controllingClient.SendWearables(Wearables);

            //this.SendFullUpdateToAllClients();
            //this.SendAppearanceToAllOtherAgents();

            m_scene.SendAllSceneObjectsToClient(this);
            m_controllingClient.SendViewerTime(m_scene.TimePhase);

            //Please don't remove the following code (at least not yet), just leave it commented out
            //gives the user god powers, should help with debuging things in the future
            /*
            GrantGodlikePowersPacket grant = new GrantGodlikePowersPacket();
            grant.AgentData.AgentID = this.ControllingClient.AgentId;
            grant.AgentData.SessionID = this.ControllingClient.SessionId;
            grant.GrantData.GodLevel = 255;
            grant.GrantData.Token = LLUUID.Random();
            this.ControllingClient.OutPacket(grant);*/
        }

        /// <summary>
        /// 
        /// </summary>
        public void SendAppearanceToAllOtherAgents()
        {
            m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
                                             {
                                                 if (scenePresence != this)
                                                 {
                                                     SendAppearanceToOtherAgent(scenePresence);
                                                 }
                                             });
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="avatarInfo"></param>
        public void SendAppearanceToOtherAgent(ScenePresence avatarInfo)
        {
            avatarInfo.m_controllingClient.SendAppearance(m_controllingClient.AgentId, visualParams,
                                                        m_textureEntry.ToBytes());
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="animID"></param>
        /// <param name="seq"></param>
        public void SendAnimPack(LLUUID animID, int seq)
        {
            CurrentAnimation = animID;
            AnimationSeq = seq;
            LLUUID sourceAgentId = m_controllingClient.AgentId;

            m_scene.Broadcast(delegate(IClientAPI client)
                                  {
                                      client.SendAnimation(animID, seq, sourceAgentId);
                                  });
        }

        /// <summary>
        /// 
        /// </summary>
        public void SendAnimPack()
        {
            SendAnimPack(CurrentAnimation, AnimationSeq);
        }

        #endregion

        #region Significant Movement Method

        protected void CheckForSignificantMovement()
        {
            if (Helpers.VecDist(AbsolutePosition, posLastSignificantMove) > 2.0)
            {
                posLastSignificantMove = AbsolutePosition;
                if (OnSignificantClientMovement != null)
                {
                    OnSignificantClientMovement(m_controllingClient);
                    m_scene.NotifyMyCoarseLocationChange();
                }
            }
        }

        #endregion

        #region Border Crossing Methods

        /// <summary>
        /// 
        /// </summary>
        protected void CheckForBorderCrossing()
        {
            LLVector3 pos2 = AbsolutePosition;
            LLVector3 vel = Velocity;

            float timeStep = 0.1f;
            pos2.X = pos2.X + (vel.X*timeStep);
            pos2.Y = pos2.Y + (vel.Y*timeStep);
            pos2.Z = pos2.Z + (vel.Z*timeStep);

            if ((pos2.X < 0) || (pos2.X > 256))
            {
                CrossToNewRegion();
            }

            if ((pos2.Y < 0) || (pos2.Y > 256))
            {
                CrossToNewRegion();
            }
        }

        /// <summary>
        /// 
        /// </summary>
        protected void CrossToNewRegion()
        {
            LLVector3 pos = AbsolutePosition;
            LLVector3 newpos = new LLVector3(pos.X, pos.Y, pos.Z);
            uint neighbourx = m_regionInfo.RegionLocX;
            uint neighboury = m_regionInfo.RegionLocY;

            if (pos.X < 1.7F)
            {
                neighbourx -= 1;
                newpos.X = 255.9F;
            }
            if (pos.X > 254.3F)
            {
                neighbourx += 1;
                newpos.X = 0.1F;
            }
            if (pos.Y < 1.7F)
            {
                neighboury -= 1;
                newpos.Y = 255.9F;
            }
            if (pos.Y > 254.3F)
            {
                neighboury += 1;
                newpos.Y = 0.1F;
            }

            LLVector3 vel = m_velocity;
            ulong neighbourHandle = Helpers.UIntsToLong((uint) (neighbourx*256), (uint) (neighboury*256));
            RegionInfo neighbourRegion = m_scene.RequestNeighbouringRegionInfo(neighbourHandle);
            if (neighbourRegion != null)
            {
                bool res =
                    m_scene.InformNeighbourOfCrossing(neighbourHandle, m_controllingClient.AgentId, newpos,
                                                      m_physicsActor.Flying);
                if (res)
                {
                    AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
                    string capsPath = Util.GetCapsURL(m_controllingClient.AgentId);
                    m_controllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint,
                                                  capsPath);
                    MakeChildAgent();
                    m_scene.SendKillObject(m_localId);
                    m_scene.NotifyMyCoarseLocationChange();
                }
            }
        }

        #endregion

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

        /// <summary>
        /// 
        /// </summary>
        public override void UpdateMovement()
        {
            m_newForce = false;
            lock (m_forcesList)
            {
                if (m_forcesList.Count > 0)
                {
                    for (int i = 0; i < m_forcesList.Count; i++)
                    {
                        NewForce force = m_forcesList[i];

                        m_updateflag = true;
                        Velocity = new LLVector3(force.X, force.Y, force.Z);
                        m_newForce = true;
                    }
                    for (int i = 0; i < m_forcesList.Count; i++)
                    {
                        m_forcesList.RemoveAt(0);
                    }
                }
            }
        }

        public static void CreateDefaultTextureEntry()
        {
            LLObject.TextureEntry textu = new LLObject.TextureEntry(new LLUUID("C228D1CF-4B5D-4BA8-84F4-899A0796AA97"));
            textu.CreateFace(0).TextureID = new LLUUID("00000000-0000-1111-9999-000000000012");
            textu.CreateFace(1).TextureID = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f");
            textu.CreateFace(2).TextureID = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f");
            textu.CreateFace(3).TextureID = new LLUUID("6522E74D-1660-4E7F-B601-6F48C1659A77");
            textu.CreateFace(4).TextureID = new LLUUID("7CA39B4C-BD19-4699-AFF7-F93FD03D3E7B");
            textu.CreateFace(5).TextureID = new LLUUID("00000000-0000-1111-9999-000000000010");
            textu.CreateFace(6).TextureID = new LLUUID("00000000-0000-1111-9999-000000000011");
            DefaultTexture = textu.ToBytes();
        }

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

            public NewForce()
            {
            }
        }

        public override void SetText(string text, Vector3 color, double alpha)
        {
            throw new Exception("Can't set Text on avatar.");
        }

        public void AddToPhysicalScene( )
        {
            PhysicsScene scene = m_scene.PhysScene;

            PhysicsVector pVec =
                new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
                                  AbsolutePosition.Z);

            m_physicsActor = scene.AddAvatar(pVec);           
        }

        internal void Close()
        {
            RemoveFromPhysicalScene();
        }
    }
}