/** * Load and return an avatar given its configuration information. * * @param avatarConfigInfo The avatar configuration info * @return The Avatar character */ private WlAvatarCharacter loadAvatar(AvatarConfigInfo avatarConfigInfo) { // Load the avatar configuration information, placing a loading // message until it is finished LoadingInfo.startedLoading(cell.getCellID(), username); try { if (avatarConfigInfo != null) { logger.info( "Loading avatar with config info url " + avatarConfigInfo.getAvatarConfigURL() + " with loader " + avatarConfigInfo.getLoaderFactoryClassName()); } else { logger.info("Loading default avatar."); } return loadAvatarInternal(avatarConfigInfo); } catch (Throwable t) { // make sure to catch *all* errors here -- anything that gets // thrown can cause a stuck message in Darkstar. See // OWL issue #263 for details. // Log an error and return null String url = avatarConfigInfo == null ? "null" : avatarConfigInfo.getAvatarConfigURL(); logger.log(Level.WARNING, "Failed to load avatar character for " + "url " + url, t); return null; } finally { LoadingInfo.finishedLoading(cell.getCellID(), username); } }
/** * Change the current avatar to the given avatar. * * <p>NOTE: This method must be called in the MT Game Render Thread. As such, we assume only one * of these methods is called at a time. * * @param newAvatar The new avatar to change to. */ private void changeAvatarInternal(WlAvatarCharacter newAvatar) { int flg = 0; if (newAvatar == null) return; // Turn on an indication that the avatar is being loaded LoadingInfo.startedLoading(cell.getCellID(), newAvatar.getName()); // Fetch the name tag node. There should be only one of these in the // system. Node nameTagNode = getNameTagNode(); // If there is an existing avatar character, then remove it, but store // away its position. Remove the name tag, turn off input and destroy // the avatar character. PMatrix currentLocation = null; if (avatarCharacter != null) { currentLocation = avatarCharacter.getModelInst().getTransform().getWorldMatrix(true); rootEntity.removeEntity(avatarCharacter); avatarCharacter.getJScene().getExternalKidsRoot().detachChild(nameTagNode); selectForInput(false); avatarCharacter.destroy(); flg = 1; } // Set the new avatar character. If there is none (when would that happen?) // then just return. avatarCharacter = newAvatar; if (newAvatar == null) { return; } // Add all of the default components to the renderer, but remove the // collision component, since we use our own collision graph RenderComponent rc = (RenderComponent) avatarCharacter.getComponent(RenderComponent.class); addDefaultComponents(avatarCharacter, rc.getSceneRoot()); avatarCharacter.removeComponent(CollisionComponent.class); // Set the initial location of the avatar if there is one if (currentLocation != null && avatarCharacter.getModelInst() != null) { logger.fine(cell.getCellID() + " Using current location: " + currentLocation); avatarCharacter.getModelInst().setTransform(new PTransform(currentLocation)); } else if (delayedMove != null && avatarCharacter.getModelInst() != null) { // there was no previous avatar, but there was a move that // happened while the avatar was null. Apply the move now logger.fine(cell.getCellID() + " using delayed move: " + delayedMove.toString()); PTransform trans = new PTransform( delayedMove.getRotation(null), delayedMove.getTranslation(null), new Vector3f(1, 1, 1)); avatarCharacter.getModelInst().setTransform(trans); } // Attach the name tag to the new avatar and add the avatar entity to // the cell renderer root entity and turn on input. Node externalRoot = avatarCharacter.getJScene().getExternalKidsRoot(); if (nameTagNode != null) { externalRoot.attachChild(nameTagNode); externalRoot.setModelBound(new BoundingSphere()); externalRoot.updateModelBound(); externalRoot.updateGeometricState(0, true); } rootEntity.addEntity(avatarCharacter); // Turn on input handle for the renderer, if we wish. Check for AvatarCell // to allow NPC's to work if (cell instanceof AvatarCell) { selectForInput(((AvatarCell) cell).isSelectedForInput()); } // Notify listeners that the avatar has changed. for (WeakReference<AvatarChangedListener> listenerRef : avatarChangedListeners) { AvatarChangedListener listener = listenerRef.get(); if (listener != null) { listener.avatarChanged(avatarCharacter); } else { avatarChangedListeners.remove(listenerRef); } } // update the bounds if necessary if (avatarCharacter.getJScene() != null) { avatarCharacter.getPScene().submitTransformsAndGeometry(true); avatarCharacter.getJScene().setModelBound(new BoundingSphere()); avatarCharacter.getJScene().updateModelBound(); avatarCharacter.getJScene().updateWorldBound(); } // Update pick geometry updatePickGeometry(); // Turn off the indication that we have finished loading LoadingInfo.finishedLoading(cell.getCellID(), newAvatar.getName()); // --added for sitting problem when user logs in--// // check If there is an existing avatar character if (flg == 0) { AvatarCell acell = (AvatarCell) cell; MovableAvatarComponent mac = (MovableAvatarComponent) acell.getComponent(MovableComponent.class); // check if avatar has trigger value of sitting if (mac.getServerTrigger() == 15) { avatarCharacter.getContext().triggerPressed(mac.getServerTrigger()); } } // --added for sitting problem when user logs in--// }