public virtual void SetSendCourseLocationMethod (SendCourseLocationsMethod d) { if (d != null) m_sendCourseLocationsMethod = d; }
public ScenePresence() { m_sendCourseLocationsMethod = SendCoarseLocationsDefault; }
private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) { m_animator = new ScenePresenceAnimator(this); m_sendCourseLocationsMethod = SendCoarseLocationsDefault; CreateSceneViewer(); m_rootRegionHandle = reginfo.RegionHandle; m_controllingClient = client; m_firstname = m_controllingClient.FirstName; m_lastname = m_controllingClient.LastName; m_name = String.Format("{0} {1}", m_firstname, m_lastname); m_scene = world; m_uuid = client.AgentId; m_regionInfo = reginfo; m_localId = m_scene.AllocateLocalId(); IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); if (gm != null) m_grouptitle = gm.GetGroupTitle(m_uuid); m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); AbsolutePosition = posLastSignificantMove = m_CameraCenter = m_lastCameraCenter = m_controllingClient.StartPos; m_reprioritization_timer = new Timer(world.ReprioritizationInterval); m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); m_reprioritization_timer.AutoReset = false; AdjustKnownSeeds(); // TODO: I think, this won't send anything, as we are still a child here... Animator.TrySetMovementAnimation("STAND"); // we created a new ScenePresence (a new child agent) in a fresh region. // Request info about all the (root) agents in this region // Note: This won't send data *to* other clients in that region (children don't send) SendInitialFullUpdateToAllClients(); RegisterToEvents(); SetDirectionVectors(); }
public ScenePresence() { m_sendCourseLocationsMethod = SendCoarseLocationsDefault; CreateSceneViewer(); m_animator = new ScenePresenceAnimator(this); }
public ScenePresence() { IsTainted = false; SitGround = false; CurrentParcel = null; m_sendCourseLocationsMethod = SendCoarseLocationsDefault; }
public ScenePresence() { m_sendCourseLocationsMethod = SendCoarseLocationsDefault; CreateSceneViewer(); }
public ScenePresence( IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type) { AttachmentsSyncLock = new Object(); IsChildAgent = true; m_sendCourseLocationsMethod = SendCoarseLocationsDefault; Animator = new ScenePresenceAnimator(this); PresenceType = type; DrawDistance = world.DefaultDrawDistance; RegionHandle = world.RegionInfo.RegionHandle; ControllingClient = client; Firstname = ControllingClient.FirstName; Lastname = ControllingClient.LastName; m_name = String.Format("{0} {1}", Firstname, Lastname); m_scene = world; m_uuid = client.AgentId; LocalId = m_scene.AllocateLocalId(); UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); if (account != null) m_userFlags = account.UserFlags; else m_userFlags = 0; if (account != null) UserLevel = account.UserLevel; IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); if (gm != null) Grouptitle = gm.GetGroupTitle(m_uuid); m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); AbsolutePosition = posLastSignificantMove = CameraPosition = m_lastCameraPosition = ControllingClient.StartPos; m_reprioritization_timer = new Timer(world.ReprioritizationInterval); m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); m_reprioritization_timer.AutoReset = false; AdjustKnownSeeds(); RegisterToEvents(); SetDirectionVectors(); Appearance = appearance; }
public ScenePresence() { if (DefaultTexture == null) { Primitive.TextureEntry textu = AvatarAppearance.GetDefaultTexture(); DefaultTexture = textu.GetBytes(); } m_sendCourseLocationsMethod = SendCoarseLocationsDefault; CreateSceneViewer(); }
public ScenePresence( IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type) { AttachmentsSyncLock = new Object(); m_sendCourseLocationsMethod = SendCoarseLocationsDefault; Animator = new ScenePresenceAnimator(this); PresenceType = type; DrawDistance = world.DefaultDrawDistance; RegionHandle = world.RegionInfo.RegionHandle; ControllingClient = client; Firstname = ControllingClient.FirstName; Lastname = ControllingClient.LastName; m_name = String.Format("{0} {1}", Firstname, Lastname); m_scene = world; m_uuid = client.AgentId; LocalId = m_scene.AllocateLocalId(); UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); if (account != null) m_userFlags = account.UserFlags; else m_userFlags = 0; if (account != null) UserLevel = account.UserLevel; IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); if (gm != null) Grouptitle = gm.GetGroupTitle(m_uuid); m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); AbsolutePosition = posLastSignificantMove = CameraPosition = m_lastCameraPosition = ControllingClient.StartPos; m_reprioritization_timer = new Timer(world.ReprioritizationInterval); m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); m_reprioritization_timer.AutoReset = false; AdjustKnownSeeds(); // TODO: I think, this won't send anything, as we are still a child here... Animator.TrySetMovementAnimation("STAND"); // we created a new ScenePresence (a new child agent) in a fresh region. // Request info about all the (root) agents in this region // Note: This won't send data *to* other clients in that region (children don't send) // MIC: This gets called again in CompleteMovement // SendInitialFullUpdateToAllClients(); SendOtherAgentsAvatarDataToMe(); SendOtherAgentsAppearanceToMe(); RegisterToEvents(); SetDirectionVectors(); Appearance = appearance; }