Files
libremetaverse/libsecondlife/AgentManagerMovement.cs
2008-04-04 19:54:43 +00:00

724 lines
32 KiB
C#

/*
* Copyright (c) 2006-2007, Second Life Reverse Engineering Team
* All rights reserved.
*
* - 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.
* - Neither the name of the Second Life Reverse Engineering Team 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Threading;
using libsecondlife;
using libsecondlife.Packets;
namespace libsecondlife
{
public partial class AgentManager
{
#region Enums
/// <summary>
/// Used to specify movement actions for your agent
/// </summary>
[Flags]
public enum ControlFlags
{
/// <summary>Empty flag</summary>
NONE = 0,
/// <summary>Move Forward (SL Keybinding: W/Up Arrow)</summary>
AGENT_CONTROL_AT_POS = 0x1 << CONTROL_AT_POS_INDEX,
/// <summary>Move Backward (SL Keybinding: S/Down Arrow)</summary>
AGENT_CONTROL_AT_NEG = 0x1 << CONTROL_AT_NEG_INDEX,
/// <summary>Move Left (SL Keybinding: Shift-(A/Left Arrow))</summary>
AGENT_CONTROL_LEFT_POS = 0x1 << CONTROL_LEFT_POS_INDEX,
/// <summary>Move Right (SL Keybinding: Shift-(D/Right Arrow))</summary>
AGENT_CONTROL_LEFT_NEG = 0x1 << CONTROL_LEFT_NEG_INDEX,
/// <summary>Not Flying: Jump/Flying: Move Up (SL Keybinding: E)</summary>
AGENT_CONTROL_UP_POS = 0x1 << CONTROL_UP_POS_INDEX,
/// <summary>Not Flying: Croutch/Flying: Move Down (SL Keybinding: C)</summary>
AGENT_CONTROL_UP_NEG = 0x1 << CONTROL_UP_NEG_INDEX,
/// <summary>Unused</summary>
AGENT_CONTROL_PITCH_POS = 0x1 << CONTROL_PITCH_POS_INDEX,
/// <summary>Unused</summary>
AGENT_CONTROL_PITCH_NEG = 0x1 << CONTROL_PITCH_NEG_INDEX,
/// <summary>Unused</summary>
AGENT_CONTROL_YAW_POS = 0x1 << CONTROL_YAW_POS_INDEX,
/// <summary>Unused</summary>
AGENT_CONTROL_YAW_NEG = 0x1 << CONTROL_YAW_NEG_INDEX,
/// <summary>ORed with AGENT_CONTROL_AT_* if the keyboard is being used</summary>
AGENT_CONTROL_FAST_AT = 0x1 << CONTROL_FAST_AT_INDEX,
/// <summary>ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used</summary>
AGENT_CONTROL_FAST_LEFT = 0x1 << CONTROL_FAST_LEFT_INDEX,
/// <summary>ORed with AGENT_CONTROL_UP_* if the keyboard is being used</summary>
AGENT_CONTROL_FAST_UP = 0x1 << CONTROL_FAST_UP_INDEX,
/// <summary>Fly</summary>
AGENT_CONTROL_FLY = 0x1 << CONTROL_FLY_INDEX,
/// <summary></summary>
AGENT_CONTROL_STOP = 0x1 << CONTROL_STOP_INDEX,
/// <summary>Finish our current animation</summary>
AGENT_CONTROL_FINISH_ANIM = 0x1 << CONTROL_FINISH_ANIM_INDEX,
/// <summary>Stand up from the ground or a prim seat</summary>
AGENT_CONTROL_STAND_UP = 0x1 << CONTROL_STAND_UP_INDEX,
/// <summary>Sit on the ground at our current location</summary>
AGENT_CONTROL_SIT_ON_GROUND = 0x1 << CONTROL_SIT_ON_GROUND_INDEX,
/// <summary>Whether mouselook is currently enabled</summary>
AGENT_CONTROL_MOUSELOOK = 0x1 << CONTROL_MOUSELOOK_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_AT_POS = 0x1 << CONTROL_NUDGE_AT_POS_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_AT_NEG = 0x1 << CONTROL_NUDGE_AT_NEG_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_LEFT_POS = 0x1 << CONTROL_NUDGE_LEFT_POS_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_LEFT_NEG = 0x1 << CONTROL_NUDGE_LEFT_NEG_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_UP_POS = 0x1 << CONTROL_NUDGE_UP_POS_INDEX,
/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
AGENT_CONTROL_NUDGE_UP_NEG = 0x1 << CONTROL_NUDGE_UP_NEG_INDEX,
/// <summary></summary>
AGENT_CONTROL_TURN_LEFT = 0x1 << CONTROL_TURN_LEFT_INDEX,
/// <summary></summary>
AGENT_CONTROL_TURN_RIGHT = 0x1 << CONTROL_TURN_RIGHT_INDEX,
/// <summary>Set when the avatar is idled or set to away. Note that the away animation is
/// activated separately from setting this flag</summary>
AGENT_CONTROL_AWAY = 0x1 << CONTROL_AWAY_INDEX,
/// <summary></summary>
AGENT_CONTROL_LBUTTON_DOWN = 0x1 << CONTROL_LBUTTON_DOWN_INDEX,
/// <summary></summary>
AGENT_CONTROL_LBUTTON_UP = 0x1 << CONTROL_LBUTTON_UP_INDEX,
/// <summary></summary>
AGENT_CONTROL_ML_LBUTTON_DOWN = 0x1 << CONTROL_ML_LBUTTON_DOWN_INDEX,
/// <summary></summary>
AGENT_CONTROL_ML_LBUTTON_UP = 0x1 << CONTROL_ML_LBUTTON_UP_INDEX
}
#endregion Enums
#region AgentUpdate Constants
private const int CONTROL_AT_POS_INDEX = 0;
private const int CONTROL_AT_NEG_INDEX = 1;
private const int CONTROL_LEFT_POS_INDEX = 2;
private const int CONTROL_LEFT_NEG_INDEX = 3;
private const int CONTROL_UP_POS_INDEX = 4;
private const int CONTROL_UP_NEG_INDEX = 5;
private const int CONTROL_PITCH_POS_INDEX = 6;
private const int CONTROL_PITCH_NEG_INDEX = 7;
private const int CONTROL_YAW_POS_INDEX = 8;
private const int CONTROL_YAW_NEG_INDEX = 9;
private const int CONTROL_FAST_AT_INDEX = 10;
private const int CONTROL_FAST_LEFT_INDEX = 11;
private const int CONTROL_FAST_UP_INDEX = 12;
private const int CONTROL_FLY_INDEX = 13;
private const int CONTROL_STOP_INDEX = 14;
private const int CONTROL_FINISH_ANIM_INDEX = 15;
private const int CONTROL_STAND_UP_INDEX = 16;
private const int CONTROL_SIT_ON_GROUND_INDEX = 17;
private const int CONTROL_MOUSELOOK_INDEX = 18;
private const int CONTROL_NUDGE_AT_POS_INDEX = 19;
private const int CONTROL_NUDGE_AT_NEG_INDEX = 20;
private const int CONTROL_NUDGE_LEFT_POS_INDEX = 21;
private const int CONTROL_NUDGE_LEFT_NEG_INDEX = 22;
private const int CONTROL_NUDGE_UP_POS_INDEX = 23;
private const int CONTROL_NUDGE_UP_NEG_INDEX = 24;
private const int CONTROL_TURN_LEFT_INDEX = 25;
private const int CONTROL_TURN_RIGHT_INDEX = 26;
private const int CONTROL_AWAY_INDEX = 27;
private const int CONTROL_LBUTTON_DOWN_INDEX = 28;
private const int CONTROL_LBUTTON_UP_INDEX = 29;
private const int CONTROL_ML_LBUTTON_DOWN_INDEX = 30;
private const int CONTROL_ML_LBUTTON_UP_INDEX = 31;
private const int TOTAL_CONTROLS = 32;
#endregion AgentUpdate Constants
/// <summary>
/// Agent movement and camera control
/// </summary>
public partial class AgentMovement
{
#region Properties
/// <summary></summary>
public bool AtPos
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_AT_POS); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, value); }
}
/// <summary></summary>
public bool AtNeg
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, value); }
}
/// <summary></summary>
public bool LeftPos
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, value); }
}
/// <summary></summary>
public bool LeftNeg
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, value); }
}
/// <summary></summary>
public bool UpPos
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_UP_POS); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, value); }
}
/// <summary></summary>
public bool UpNeg
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, value); }
}
/// <summary></summary>
public bool PitchPos
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_PITCH_POS); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_PITCH_POS, value); }
}
/// <summary></summary>
public bool PitchNeg
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_PITCH_NEG); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_PITCH_NEG, value); }
}
/// <summary></summary>
public bool YawPos
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS, value); }
}
/// <summary></summary>
public bool YawNeg
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG, value); }
}
/// <summary></summary>
public bool FastAt
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_FAST_AT); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_FAST_AT, value); }
}
/// <summary></summary>
public bool FastLeft
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_FAST_LEFT); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_FAST_LEFT, value); }
}
/// <summary></summary>
public bool FastUp
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_FAST_UP); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_FAST_UP, value); }
}
/// <summary></summary>
public bool Fly
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_FLY); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_FLY, value); }
}
/// <summary></summary>
public bool Stop
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_STOP); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_STOP, value); }
}
/// <summary></summary>
public bool FinishAnim
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_FINISH_ANIM); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_FINISH_ANIM, value); }
}
/// <summary></summary>
public bool StandUp
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP, value); }
}
/// <summary></summary>
public bool SitOnGround
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND, value); }
}
/// <summary></summary>
public bool Mouselook
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK, value); }
}
/// <summary></summary>
public bool NudgeAtPos
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, value); }
}
/// <summary></summary>
public bool NudgeAtNeg
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, value); }
}
/// <summary></summary>
public bool NudgeLeftPos
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, value); }
}
/// <summary></summary>
public bool NudgeLeftNeg
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, value); }
}
/// <summary></summary>
public bool NudgeUpPos
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS, value); }
}
/// <summary></summary>
public bool NudgeUpNeg
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG, value); }
}
/// <summary></summary>
public bool TurnLeft
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT, value); }
}
/// <summary></summary>
public bool TurnRight
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT, value); }
}
/// <summary></summary>
public bool Away
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_AWAY); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_AWAY, value); }
}
/// <summary></summary>
public bool LButtonDown
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN, value); }
}
/// <summary></summary>
public bool LButtonUp
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP, value); }
}
/// <summary></summary>
public bool MLButtonDown
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN, value); }
}
/// <summary></summary>
public bool MLButtonUp
{
get { return GetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP); }
set { SetControlFlag(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP, value); }
}
/// <summary>
/// Returns "always run" value, or changes it by sending a SetAlwaysRunPacket
/// </summary>
public bool AlwaysRun
{
get
{
return alwaysRun;
}
set
{
alwaysRun = value;
SetAlwaysRunPacket run = new SetAlwaysRunPacket();
run.AgentData.AgentID = Client.Self.AgentID;
run.AgentData.SessionID = Client.Self.SessionID;
run.AgentData.AlwaysRun = alwaysRun;
Client.Network.SendPacket(run);
}
}
/// <summary>The current value of the agent control flags</summary>
public uint AgentControls
{
get
{
return agentControls;
}
}
/// <summary>Gets or sets the interval in milliseconds at which
/// AgentUpdate packets are sent to the current simulator. Setting
/// this to a non-zero value will also enable the packet sending if
/// it was previously off, and setting it to zero will disable</summary>
public int UpdateInterval
{
get
{
return updateInterval;
}
set
{
if (value > 0)
{
updateTimer.Change(value, value);
updateInterval = value;
}
else
{
updateTimer.Change(Timeout.Infinite, Timeout.Infinite);
updateInterval = 0;
}
}
}
/// <summary>Gets or sets whether AgentUpdate packets are sent to
/// the current simulator</summary>
public bool UpdateEnabled
{
get { return (updateInterval != 0); }
}
/// <summary>Reset movement controls every time we send an update</summary>
public bool AutoResetControls
{
get { return autoResetControls; }
set { autoResetControls = value; }
}
#endregion Properties
/// <summary>Agent camera controls</summary>
public AgentCamera Camera;
/// <summary>Currently only used for hiding your group title</summary>
public AgentFlags Flags = AgentFlags.None;
/// <summary>Action state of the avatar, which can currently be
/// typing and editing</summary>
public AgentState State = AgentState.None;
/// <summary></summary>
public LLQuaternion BodyRotation = LLQuaternion.Identity;
/// <summary></summary>
public LLQuaternion HeadRotation = LLQuaternion.Identity;
#region Change tracking
/// <summary></summary>
private LLQuaternion LastBodyRotation;
/// <summary></summary>
private LLQuaternion LastHeadRotation;
/// <summary></summary>
private LLVector3 LastCameraCenter;
/// <summary></summary>
private LLVector3 LastCameraXAxis;
/// <summary></summary>
private LLVector3 LastCameraYAxis;
/// <summary></summary>
private LLVector3 LastCameraZAxis;
/// <summary></summary>
private float LastFar;
#endregion Change tracking
private bool alwaysRun;
private SecondLife Client;
private uint agentControls;
private int duplicateCount;
private AgentState lastState;
/// <summary>Timer for sending AgentUpdate packets</summary>
private Timer updateTimer;
private int updateInterval;
private bool autoResetControls = true;
/// <summary>Default constructor</summary>
public AgentMovement(SecondLife client)
{
Client = client;
Camera = new AgentCamera();
updateInterval = Settings.DEFAULT_AGENT_UPDATE_INTERVAL;
updateTimer = new Timer(new TimerCallback(UpdateTimer_Elapsed), null, Settings.DEFAULT_AGENT_UPDATE_INTERVAL,
Settings.DEFAULT_AGENT_UPDATE_INTERVAL);
}
/// <summary>
/// Send an AgentUpdate with the camera set at the current agent
/// position and pointing towards the heading specified
/// </summary>
/// <param name="heading">Camera rotation in radians</param>
/// <param name="reliable">Whether to send the AgentUpdate reliable
/// or not</param>
public void UpdateFromHeading(double heading, bool reliable)
{
Camera.Position = Client.Self.SimPosition;
Camera.LookDirection(heading);
BodyRotation.Z = (float)Math.Sin(heading / 2.0d);
BodyRotation.W = (float)Math.Cos(heading / 2.0d);
HeadRotation = BodyRotation;
SendUpdate(reliable);
}
/// <summary>
/// Rotates the avatar body and camera toward a target position.
/// This will also anchor the camera position on the avatar
/// </summary>
/// <param name="target">Region coordinates to turn toward</param>
public bool TurnToward(LLVector3 target)
{
if (Client.Settings.SEND_AGENT_UPDATES)
{
LLVector3 myPos = Client.Self.SimPosition;
LLVector3 forward = new LLVector3(1, 0, 0);
LLVector3 offset = LLVector3.Norm(target - myPos);
LLQuaternion newRot = LLVector3.RotBetween(forward, offset);
BodyRotation = newRot;
HeadRotation = newRot;
Camera.LookAt(myPos, target);
SendUpdate();
return true;
}
else
{
Client.Log("Attempted TurnToward but agent updates are disabled", Helpers.LogLevel.Warning);
return false;
}
}
/// <summary>
/// Aims at the specified position, enters mouselook, presses and
/// releases the left mouse button, and leaves mouselook
/// </summary>
/// <param name="target">Target to shoot at</param>
/// <returns></returns>
[Obsolete("Moved to libsecondlife.Utilities")]
public bool Shoot(LLVector3 target)
{
if (TurnToward(target))
return Shoot();
else
return false;
}
/// <summary>
/// Enters mouselook, presses and releases the left mouse button, and leaves mouselook
/// </summary>
/// <returns></returns>
[Obsolete("Moved to libsecondlife.Utilities")]
public bool Shoot()
{
if (Client.Settings.SEND_AGENT_UPDATES)
{
Mouselook = true;
MLButtonDown = true;
SendUpdate();
MLButtonUp = true;
MLButtonDown = false;
FinishAnim = true;
SendUpdate();
Mouselook = false;
MLButtonUp = false;
FinishAnim = false;
SendUpdate();
return true;
}
else
{
Client.Log("Attempted Shoot but agent updates are disabled", Helpers.LogLevel.Warning);
return false;
}
}
/// <summary>
/// Send new AgentUpdate packet to update our current camera
/// position and rotation
/// </summary>
public void SendUpdate()
{
SendUpdate(false, Client.Network.CurrentSim);
}
/// <summary>
/// Send new AgentUpdate packet to update our current camera
/// position and rotation
/// </summary>
/// <param name="reliable">Whether to require server acknowledgement
/// of this packet</param>
public void SendUpdate(bool reliable)
{
SendUpdate(reliable, Client.Network.CurrentSim);
}
/// <summary>
/// Send new AgentUpdate packet to update our current camera
/// position and rotation
/// </summary>
/// <param name="reliable">Whether to require server acknowledgement
/// of this packet</param>
/// <param name="simulator">Simulator to send the update to</param>
public void SendUpdate(bool reliable, Simulator simulator)
{
LLVector3 origin = Camera.Position;
LLVector3 xAxis = Camera.LeftAxis;
LLVector3 yAxis = Camera.AtAxis;
LLVector3 zAxis = Camera.UpAxis;
// Attempted to sort these in a rough order of how often they might change
if (agentControls == 0 &&
yAxis == LastCameraYAxis &&
origin == LastCameraCenter &&
State == lastState &&
HeadRotation == LastHeadRotation &&
BodyRotation == LastBodyRotation &&
xAxis == LastCameraXAxis &&
Camera.Far == LastFar &&
zAxis == LastCameraZAxis)
{
++duplicateCount;
}
else
{
duplicateCount = 0;
}
if (Client.Settings.CONTINUOUS_AGENT_UPDATES || duplicateCount < 10)
{
// Store the current state to do duplicate checking in the future
LastHeadRotation = HeadRotation;
LastBodyRotation = BodyRotation;
LastCameraYAxis = yAxis;
LastCameraCenter = origin;
LastCameraXAxis = xAxis;
LastCameraZAxis = zAxis;
LastFar = Camera.Far;
lastState = State;
// Build the AgentUpdate packet and send it
AgentUpdatePacket update = new AgentUpdatePacket();
update.Header.Reliable = reliable;
update.AgentData.AgentID = Client.Self.AgentID;
update.AgentData.SessionID = Client.Self.SessionID;
update.AgentData.HeadRotation = HeadRotation;
update.AgentData.BodyRotation = BodyRotation;
update.AgentData.CameraAtAxis = yAxis;
update.AgentData.CameraCenter = origin;
update.AgentData.CameraLeftAxis = xAxis;
update.AgentData.CameraUpAxis = zAxis;
update.AgentData.Far = Camera.Far;
update.AgentData.State = (byte)State;
update.AgentData.ControlFlags = agentControls;
update.AgentData.Flags = (byte)Flags;
Client.Network.SendPacket(update, simulator);
if (autoResetControls) {
ResetControlFlags();
}
}
}
/// <summary>
/// Builds an AgentUpdate packet entirely from parameters. This
/// will not touch the state of Self.Movement or
/// Self.Movement.Camera in any way
/// </summary>
/// <param name="controlFlags"></param>
/// <param name="position"></param>
/// <param name="forwardAxis"></param>
/// <param name="leftAxis"></param>
/// <param name="upAxis"></param>
/// <param name="bodyRotation"></param>
/// <param name="headRotation"></param>
/// <param name="farClip"></param>
/// <param name="reliable"></param>
public void SendManualUpdate(AgentManager.ControlFlags controlFlags, LLVector3 position, LLVector3 forwardAxis,
LLVector3 leftAxis, LLVector3 upAxis, LLQuaternion bodyRotation, LLQuaternion headRotation, float farClip,
AgentFlags flags, AgentState state, bool reliable)
{
AgentUpdatePacket update = new AgentUpdatePacket();
update.AgentData.AgentID = Client.Self.AgentID;
update.AgentData.SessionID = Client.Self.SessionID;
update.AgentData.BodyRotation = bodyRotation;
update.AgentData.HeadRotation = headRotation;
update.AgentData.CameraCenter = position;
update.AgentData.CameraAtAxis = forwardAxis;
update.AgentData.CameraLeftAxis = leftAxis;
update.AgentData.CameraUpAxis = upAxis;
update.AgentData.Far = farClip;
update.AgentData.ControlFlags = (uint)controlFlags;
update.AgentData.Flags = (byte)flags;
update.AgentData.State = (byte)state;
update.Header.Reliable = reliable;
Client.Network.SendPacket(update);
}
private bool GetControlFlag(ControlFlags flag)
{
return (agentControls & (uint)flag) != 0;
}
private void SetControlFlag(ControlFlags flag, bool value)
{
if (value) agentControls |= (uint)flag;
else agentControls &= ~((uint)flag);
}
private void ResetControlFlags()
{
// Reset all of the flags except for persistent settings like
// away, fly, mouselook, and crouching
agentControls &=
(uint)(ControlFlags.AGENT_CONTROL_AWAY |
ControlFlags.AGENT_CONTROL_FLY |
ControlFlags.AGENT_CONTROL_MOUSELOOK |
ControlFlags.AGENT_CONTROL_UP_NEG);
}
private void UpdateTimer_Elapsed(object obj)
{
if (Client.Network.Connected && Client.Settings.SEND_AGENT_UPDATES)
{
//Send an AgentUpdate packet
SendUpdate(false, Client.Network.CurrentSim);
}
}
}
}
}