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path: root/src/world/Avatar.cs
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using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using libsecondlife;
using libsecondlife.Packets;
using PhysicsSystem;
using Axiom.MathLib;

namespace OpenSim.world
{
    public class Avatar : Entity
    {
    	public static bool PhysicsEngineFlying;
    	public string firstname;
    	public string lastname;
    	public OpenSimClient ControllingClient;
    	private PhysicsActor _physActor;
    	private static libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate;
		private bool updateflag;
		private byte movementflag;
		private List<NewForce> forcesList = new List<NewForce>();
		private short _updateCount;
		private Axiom.MathLib.Quaternion bodyRot;
		
    	public Avatar(OpenSimClient TheClient) {
    		ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)");
    		ControllingClient=TheClient;
			position = new LLVector3(100.0f,100.0f,30.0f);
			position.Z = OpenSim_Main.local_world.LandMap[(int)position.Y * 256 + (int)position.X]+1;
		}
    	
    	public PhysicsActor PhysActor
    	{
    		set
    		{
    			this._physActor = value;
    		}
    	}
		public override void addForces()
		{
			lock(this.forcesList)
			{
				if(this.forcesList.Count>0)
				{
					for(int i=0 ; i < this.forcesList.Count; i++)
					{
						NewForce force = this.forcesList[i];
						PhysicsVector phyVector = new PhysicsVector(force.X, force.Y, force.Z);
						this._physActor.Velocity = phyVector;
						this.updateflag = true;
						this.velocity = new LLVector3(force.X, force.Y, force.Z); //shouldn't really be doing this
						// but as we are setting the velocity (rather than using real forces) at the moment it is okay.
					}
					for(int i=0 ; i < this.forcesList.Count; i++)
					{
						this.forcesList.RemoveAt(0);
					}
				}
			}
		}
    	
    	public override void update()
    	{
    		
    		if(this.updateflag)
    		{
    			//need to send movement info
    			//so create the improvedterseobjectupdate packet
    			//use CreateTerseBlock()
    			ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = CreateTerseBlock();
    			ImprovedTerseObjectUpdatePacket terse = new ImprovedTerseObjectUpdatePacket();
    			terse.RegionData.RegionHandle = OpenSim_Main.cfg.RegionHandle; // FIXME
    			terse.RegionData.TimeDilation = 64096;
    			terse.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1];
    			terse.ObjectData[0] = terseBlock;
    			foreach(OpenSimClient client in OpenSim_Main.sim.ClientThreads.Values) {
    				client.OutPacket(terse);
    			}
    			
    			updateflag =false;
    			//this._updateCount = 0;
    		}
    		else
    		{
    			//if((movementflag & 1) !=0)
    			//{
    				_updateCount++;
    				if(( (!PhysicsEngineFlying) && (_updateCount>3)) || (_updateCount>0))
    				{
    					//It has been a while since last update was sent so lets send one.
    					ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = CreateTerseBlock();
    					ImprovedTerseObjectUpdatePacket terse = new ImprovedTerseObjectUpdatePacket();
    					terse.RegionData.RegionHandle = OpenSim_Main.cfg.RegionHandle; // FIXME
    					terse.RegionData.TimeDilation = 64096;
    					terse.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1];
    					terse.ObjectData[0] = terseBlock;
    					foreach(OpenSimClient client in OpenSim_Main.sim.ClientThreads.Values) {
    						client.OutPacket(terse);
    					}
    					_updateCount = 0;
    				}
    			//}
    		}
    	}

    	public static void SetupTemplate(string name)
    	{
    		int i = 0;
    		FileInfo fInfo = new FileInfo(name);
    		long numBytes = fInfo.Length;
    		FileStream fStream = new FileStream(name, FileMode.Open, FileAccess.Read);
    		BinaryReader br = new BinaryReader(fStream);
    		byte [] data1 = br.ReadBytes((int)numBytes);
    		br.Close();
    		fStream.Close();
    		
    		libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock objdata = new libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock(data1, ref i);
    		
    		System.Text.Encoding enc = System.Text.Encoding.ASCII;
    		libsecondlife.LLVector3 pos = new LLVector3(objdata.ObjectData, 16);
    		pos.X = 100f;
    		objdata.ID = 8880000;
    		objdata.NameValue = enc.GetBytes("FirstName STRING RW SV Test \nLastName STRING RW SV User \0");
    		libsecondlife.LLVector3 pos2 = new LLVector3(100f,100f,23f);
    		//objdata.FullID=user.AgentID;
    		byte[] pb = pos.GetBytes();
    		Array.Copy(pb, 0, objdata.ObjectData, 16, pb.Length);
    		
    		Avatar.AvatarTemplate = objdata;
    	}

    	public void CompleteMovement(World RegionInfo) {
    		ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs:CompleteMovement() - Constructing AgentMovementComplete packet");
    		AgentMovementCompletePacket mov = new AgentMovementCompletePacket();
    		mov.AgentData.SessionID = this.ControllingClient.SessionID;
    		mov.AgentData.AgentID = this.ControllingClient.AgentID;
    		mov.Data.RegionHandle = OpenSim_Main.cfg.RegionHandle;
    		// TODO - dynamicalise this stuff
    		mov.Data.Timestamp = 1172750370;
    		mov.Data.Position = new LLVector3(100f, 100f, 23f);
    		mov.Data.LookAt = new LLVector3(0.99f, 0.042f, 0);
    		
    		ControllingClient.OutPacket(mov);
    	}

    	public void SendInitialPosition() {
    		
    		System.Text.Encoding _enc = System.Text.Encoding.ASCII;
    		//send a objectupdate packet with information about the clients avatar
    		ObjectUpdatePacket objupdate = new ObjectUpdatePacket();
    		objupdate.RegionData.RegionHandle = OpenSim_Main.cfg.RegionHandle;
    		objupdate.RegionData.TimeDilation = 64096;
    		objupdate.ObjectData = new libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock[1];
    		
    		objupdate.ObjectData[0] = AvatarTemplate;
    		//give this avatar object a local id and assign the user a name
    		objupdate.ObjectData[0].ID = this.localid;
    		objupdate.ObjectData[0].FullID = ControllingClient.AgentID;
    		objupdate.ObjectData[0].NameValue = _enc.GetBytes("FirstName STRING RW SV " + firstname + "\nLastName STRING RW SV " + lastname + " \0");
    		
    		libsecondlife.LLVector3 pos2 = new LLVector3((float)this.position.X, (float)this.position.Y, (float)this.position.Z);
		
    		byte[] pb = pos2.GetBytes();
    		
    		Array.Copy(pb, 0, objupdate.ObjectData[0].ObjectData, 16, pb.Length);
    		OpenSim_Main.local_world._localNumber++;
    		
    		foreach(OpenSimClient client in OpenSim_Main.sim.ClientThreads.Values) 
    		{
    			client.OutPacket(objupdate);
    			if(client.AgentID != ControllingClient.AgentID)
    			{
    				SendAppearanceToOtherAgent(client);
    			}
    		}
    		//this.ControllingClient.OutPacket(objupdate);
    	}
    	
    	public void SendInitialAppearance() {
    		AgentWearablesUpdatePacket aw = new AgentWearablesUpdatePacket();
    		aw.AgentData.AgentID = this.ControllingClient.AgentID;
    		aw.AgentData.SerialNum = 0;
    		aw.AgentData.SessionID = ControllingClient.SessionID;
    		
    		aw.WearableData = new AgentWearablesUpdatePacket.WearableDataBlock[13];
    		AgentWearablesUpdatePacket.WearableDataBlock awb = new AgentWearablesUpdatePacket.WearableDataBlock();
    		awb.WearableType = (byte)0;
    		awb.AssetID = new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73");
    		awb.ItemID = LLUUID.Random();
    		aw.WearableData[0] = awb;
    		
    		for(int i=1; i<13; i++) 
    		{
    			awb = new AgentWearablesUpdatePacket.WearableDataBlock();
    			awb.WearableType = (byte)i;
    			awb.AssetID = new LLUUID("00000000-0000-0000-0000-000000000000");
    			awb.ItemID = new LLUUID("00000000-0000-0000-0000-000000000000");
    			aw.WearableData[i] = awb;
    		}
    		
    		ControllingClient.OutPacket(aw);
    	}
    	
    	public ObjectUpdatePacket CreateUpdatePacket()
    	{
    		System.Text.Encoding _enc = System.Text.Encoding.ASCII;
    		//send a objectupdate packet with information about the clients avatar
    		ObjectUpdatePacket objupdate = new ObjectUpdatePacket();
    		objupdate.RegionData.RegionHandle = OpenSim_Main.cfg.RegionHandle;
    		objupdate.RegionData.TimeDilation = 64096;
    		objupdate.ObjectData = new libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock[1];
    		
    		objupdate.ObjectData[0] = AvatarTemplate;
    		//give this avatar object a local id and assign the user a name
    		objupdate.ObjectData[0].ID = this.localid;
    		objupdate.ObjectData[0].FullID = ControllingClient.AgentID;
    		objupdate.ObjectData[0].NameValue = _enc.GetBytes("FirstName STRING RW SV " + firstname + "\nLastName STRING RW SV " + lastname + " \0");
    		
    		libsecondlife.LLVector3 pos2 = new LLVector3((float)this._physActor.Position.X, (float)this._physActor.Position.Y, (float)this._physActor.Position.Z);
		
    		byte[] pb = pos2.GetBytes();
    		
    		Array.Copy(pb, 0, objupdate.ObjectData[0].ObjectData, 16, pb.Length);
    	    return objupdate;
    	}
    	
    	public void SendAppearanceToOtherAgent(OpenSimClient userInfo)
		{
			AvatarAppearancePacket avp = new AvatarAppearancePacket();
		
			
			avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218];
			//avp.ObjectData.TextureEntry=this.avatar_template.TextureEntry;// br.ReadBytes((int)numBytes);
			
			LLObject.TextureEntry ntex = new LLObject.TextureEntry(new LLUUID("00000000-0000-0000-0000-000000000005"));
        	avp.ObjectData.TextureEntry = ntex.ToBytes();
			
			AvatarAppearancePacket.VisualParamBlock avblock = null;
			for(int i = 0; i < 218; i++)
			{
				avblock = new AvatarAppearancePacket.VisualParamBlock();
				avblock.ParamValue = (byte)100;
				avp.VisualParam[i] = avblock;
			}
			
			avp.Sender.IsTrial = false;
			avp.Sender.ID = ControllingClient.AgentID;
			userInfo.OutPacket(avp);
			
		}
    	
    	public void HandleUpdate(AgentUpdatePacket pack) {
    		if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_FLY) !=0)
    		{
    			this._physActor.Flying = true;
    		}
    		else
    		{
    			this._physActor.Flying = false;
    		}
    		if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_POS) !=0) {
    			Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.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 *=2;
    				
    				newVelocity.X = direc.x;
    				newVelocity.Y = direc.y;
    				newVelocity.Z = direc.z;
    				this.forcesList.Add(newVelocity);
    				movementflag = 1;
    				this.bodyRot = q;
    			}
    		}
    		else if((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_UP_POS) !=0) &&(PhysicsEngineFlying)) {
    			if(((movementflag & 2) ==0) && this._physActor.Flying)
    			{
    				//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(0, 0, 1);
    				Axiom.MathLib.Vector3 direc = v3;
    				direc.Normalize();
    				
    				//work out velocity for sim physics system
    				direc = direc * ((0.03f) * 128f *2);
    				newVelocity.X = direc.x;
    				newVelocity.Y = direc.y;
    				newVelocity.Z = direc.z;
    				this.forcesList.Add(newVelocity);
    				movementflag = 2;
    			}
    		}
    		else if((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_UP_NEG) !=0) && (PhysicsEngineFlying)) {
    			if(((movementflag & 4) ==0) && this._physActor.Flying)
    			{
    				//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(0, 0, -1);
    				//Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
    				Axiom.MathLib.Vector3 direc = v3;
    				direc.Normalize();
    				
    				//work out velocity for sim physics system
    				direc = direc * ((0.03f) * 128f *2);
    				newVelocity.X = direc.x;
    				newVelocity.Y = direc.y;
    				newVelocity.Z = direc.z;
    				this.forcesList.Add(newVelocity);
    				movementflag = 4;
    			}
    		}
    		else if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_NEG) !=0) {
    			Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
    			if(((movementflag & 8) ==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 *=2;
    				
    				newVelocity.X = direc.x;
    				newVelocity.Y = direc.y;
    				newVelocity.Z = direc.z;
    				this.forcesList.Add(newVelocity);
    				movementflag = 8;
    				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;
    			}
    		}
    	}
    	
		//should be moved somewhere else
    	public void SendRegionHandshake(World RegionInfo) {
    		ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs:SendRegionHandshake() - Creating empty RegionHandshake packet");
    		System.Text.Encoding _enc = System.Text.Encoding.ASCII;
    		RegionHandshakePacket handshake = new RegionHandshakePacket();
    		
    		ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs:SendRegionhandshake() - Filling in RegionHandshake details");
    		handshake.RegionInfo.BillableFactor = 0;
    		handshake.RegionInfo.IsEstateManager = false;
    		handshake.RegionInfo.TerrainHeightRange00 = 60;
    		handshake.RegionInfo.TerrainHeightRange01 = 60;
    		handshake.RegionInfo.TerrainHeightRange10 = 60;
    		handshake.RegionInfo.TerrainHeightRange11 = 60;
    		handshake.RegionInfo.TerrainStartHeight00 = 10;
    		handshake.RegionInfo.TerrainStartHeight01 = 10;
    		handshake.RegionInfo.TerrainStartHeight10 = 10;
    		handshake.RegionInfo.TerrainStartHeight11 = 10;
    		handshake.RegionInfo.SimAccess = 13;
    		handshake.RegionInfo.WaterHeight = 20;
    		handshake.RegionInfo.RegionFlags = 72458694;
    		handshake.RegionInfo.SimName = _enc.GetBytes(OpenSim_Main.cfg.RegionName + "\0");
    		handshake.RegionInfo.SimOwner = new LLUUID("00000000-0000-0000-0000-000000000000");
    		handshake.RegionInfo.TerrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975");
    		handshake.RegionInfo.TerrainBase1 = new LLUUID("abb783e6-3e93-26c0-248a-247666855da3");
    		handshake.RegionInfo.TerrainBase2 = new LLUUID("179cdabd-398a-9b6b-1391-4dc333ba321f");
    		handshake.RegionInfo.TerrainBase3 = new LLUUID("beb169c7-11ea-fff2-efe5-0f24dc881df2");
    		handshake.RegionInfo.TerrainDetail0 = new LLUUID("00000000-0000-0000-0000-000000000000");
    		handshake.RegionInfo.TerrainDetail1 = new LLUUID("00000000-0000-0000-0000-000000000000");
    		handshake.RegionInfo.TerrainDetail2 = new LLUUID("00000000-0000-0000-0000-000000000000");
    		handshake.RegionInfo.TerrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000");
    		handshake.RegionInfo.CacheID = new LLUUID("545ec0a5-5751-1026-8a0b-216e38a7ab37");
    		
    		ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs:SendRegionHandshake() - Sending RegionHandshake packet");
    		this.ControllingClient.OutPacket(handshake);
    	}
		
		public ImprovedTerseObjectUpdatePacket.ObjectDataBlock CreateTerseBlock()
		{
			byte[] bytes = new byte[60];
			int i=0;
			ImprovedTerseObjectUpdatePacket.ObjectDataBlock dat = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock();
			
			dat.TextureEntry = AvatarTemplate.TextureEntry;
			libsecondlife.LLVector3 pos2 = new LLVector3(this._physActor.Position.X, this._physActor.Position.Y, this._physActor.Position.Z);
			
			uint ID = this.localid;
			
			bytes[i++] = (byte)(ID % 256);
			bytes[i++] = (byte)((ID >> 8) % 256);
			bytes[i++] = (byte)((ID >> 16) % 256);
			bytes[i++] = (byte)((ID >> 24) % 256);
			bytes[i++] = 0;
			bytes[i++] = 1;
			i += 14;
			bytes[i++] = 128;
			bytes[i++] = 63;
			
			byte[] pb = pos2.GetBytes();
			Array.Copy(pb, 0, bytes, i, pb.Length);
			i += 12;
			ushort InternVelocityX;
			ushort InternVelocityY;
			ushort InternVelocityZ;
			
			Axiom.MathLib.Vector3 internDirec = new Axiom.MathLib.Vector3(this._physActor.Velocity.X, this._physActor.Velocity.Y, this._physActor.Velocity.Z);
			internDirec = internDirec /128.0f;
			internDirec.x += 1;
			internDirec.y += 1;
			internDirec.z += 1;
			
			InternVelocityX = (ushort)(32768 * internDirec.x);
			InternVelocityY = (ushort)(32768 * internDirec.y);
			InternVelocityZ = (ushort)(32768 * internDirec.z);
			
			ushort ac = 32767;
			bytes[i++] = (byte)(InternVelocityX % 256);
			bytes[i++] = (byte)((InternVelocityX >> 8) % 256);
			bytes[i++] = (byte)(InternVelocityY % 256);
			bytes[i++] = (byte)((InternVelocityY>> 8) % 256);
			bytes[i++] = (byte)(InternVelocityZ % 256);
			bytes[i++] = (byte)((InternVelocityZ >> 8) % 256);
			
			//accel
			bytes[i++] = (byte)(ac % 256);
			bytes[i++] = (byte)((ac >> 8) % 256);
			bytes[i++] = (byte)(ac % 256);
			bytes[i++] = (byte)((ac >> 8) % 256);
			bytes[i++] = (byte)(ac % 256);
			bytes[i++] = (byte)((ac >> 8) % 256);
			
			//rot
			bytes[i++] = (byte)(ac % 256);
			bytes[i++] = (byte)((ac >> 8) % 256);
			bytes[i++] = (byte)(ac % 256);
			bytes[i++] = (byte)((ac >> 8) % 256);
			bytes[i++] = (byte)(ac % 256);
			bytes[i++] = (byte)((ac >> 8) % 256);	
			bytes[i++] = (byte)(ac % 256);
			bytes[i++] = (byte)((ac >> 8) % 256);
			
			//rotation vel
			bytes[i++] = (byte)(ac % 256);
			bytes[i++] = (byte)((ac >> 8) % 256);			
			bytes[i++] = (byte)(ac % 256);
			bytes[i++] = (byte)((ac >> 8) % 256);	
			bytes[i++] = (byte)(ac % 256);
			bytes[i++] = (byte)((ac >> 8) % 256);
			
			dat.Data=bytes;
			return(dat);
		}
    }
    
    public class NewForce
    {
    	public float X;
    	public float Y;
    	public float Z;
    	
    	public NewForce()
    	{
    		
    	}
    }
}