protected void updatePickGeometry() {
    // clean up any existing pick geometry
    if (pickGeometry != null) {
      pickGeometry.detach();
      pickGeometry = null;
    }

    // make sure we are pickable and ready to add geometry
    if (!isPickable() || avatarCharacter.getJScene() == null) {
      return;
    }

    if (avatarCharacter.getSkeleton() != null) {
      // use pick geometry for an IMI avatar
      boolean isMale = avatarCharacter.getCharacterParams().isMale();
      PickBox[] pickBoxes = getPickBoxes(isMale);

      pickGeometry = new ImiPickGeometry(cell.getName(), cell, AvatarImiJME.this, pickBoxes);
    } else if (avatarCharacter.getSimpleStaticGeometry() != null) {
      pickGeometry =
          new BasicPickGeometry(
              cell.getName(), cell, this, avatarCharacter.getSimpleStaticGeometry());
    }
  }
  public void selectForInput(boolean selected) {
    if (selectedForInput == selected) return;

    if (avatarCharacter == null) {
      logger.warning("selectForInput called with null avatarCharacter");
      Thread.dumpStack();
      return;
    }

    logger.info("selectedForInput " + selected);
    selectedForInput = selected;

    if (avatarCharacter != null) {
      WorldManager wm = ClientContextJME.getWorldManager();

      ((WlAvatarContext) avatarCharacter.getContext()).getBehaviorManager().setEnable(false);

      if (controlScheme == null && selectedForInput) {
        controlScheme = new DefaultCharacterControls(ClientContextJME.getWorldManager());
        ((AvatarControls) wm.getUserData(AvatarControls.class)).setDefault(controlScheme);
      }
      setCollisionController(avatarCharacter);
      if (selectedForInput) {

        // Listen for avatar movement and update the cell
        avatarCharacter
            .getContext()
            .getController()
            .addCharacterMotionListener(characterMotionListener);

        // Listen for game context changes
        avatarCharacter.getContext().addGameContextListener(gameContextListener);
        avatarCharacter.selectForInput();
        controlScheme.addCharacterToTeam(avatarCharacter);
        controlScheme.setCharacter(avatarCharacter);

        // Chain the camera processor to the avatar motion processor for
        // smooth animation. For animated avatars we use CharacterAnimationProcessor for the simple
        // avatar CharacterProcessor
        ProcessorCollectionComponent pcc =
            avatarCharacter.getComponent(ProcessorCollectionComponent.class);
        ProcessorComponent characterProcessor = null;
        ProcessorComponent characterAnimationProcessor = null;
        for (ProcessorComponent pc : pcc.getProcessors()) {
          if (pc instanceof CharacterProcessor) characterProcessor = pc;
          else if (pc instanceof CharacterAnimationProcessor) {
            characterAnimationProcessor = pc;
            break;
          }
        }

        cameraChainedProcessor = null;
        if (characterAnimationProcessor != null) {
          cameraChainedProcessor = characterAnimationProcessor;
        } else if (characterProcessor != null) cameraChainedProcessor = characterProcessor;

        if (cameraChainedProcessor != null) {
          cameraChainedProcessor.addToChain(ViewManager.getViewManager().getCameraProcessor());
          cameraChainedProcessor.setRunInRenderer(true);
        }

        // Disable culling for local avatar, fix for issue 799
        avatarCharacter.getJScene().setCullHint(CullHint.Never);
      } else {
        avatarCharacter
            .getContext()
            .getController()
            .removeCharacterMotionListener(characterMotionListener);
        avatarCharacter.getContext().removeGameContextListener(gameContextListener);
        if (controlScheme != null) {
          controlScheme.clearCharacterTeam();
        }

        if (cameraChainedProcessor != null) {
          cameraChainedProcessor.removeFromChain(ViewManager.getViewManager().getCameraProcessor());
          cameraChainedProcessor = null;
        }
        // Reenable culling for local avatar, fix for issue 799
        avatarCharacter.getJScene().setCullHint(CullHint.Dynamic);
      }
    } else {
      logger.severe("The avatar was null during enableInputListeners().");
    }
  }
  /**
   * Load and return the avatar. To make this the current avatar changeAvatar() must be called
   *
   * @param avatarConfigURL
   * @return
   */
  private WlAvatarCharacter loadAvatarInternal(AvatarConfigInfo avatarConfigInfo)
      throws MalformedURLException, IOException {

    WlAvatarCharacter ret = null;
    PMatrix origin = new PMatrix();
    CellTransform transform = cell.getLocalTransform();
    origin.setTranslation(transform.getTranslation(null));
    origin.setRotation(transform.getRotation(null));

    // Create the character
    String avatarDetail = System.getProperty("avatar.detail", "high");

    // check if we support high-quality avatars
    if (!supportsHighQualityAvatars()) {
      logger.warning("Forcing low detail.");
      avatarDetail = "low";
    }

    // Check to see if there is no avatar configuration info and/or if we
    // have the avatar details set to "low". If so, then use the default
    AvatarLoaderRegistry registry = AvatarLoaderRegistry.getAvatarLoaderRegistry();
    if (avatarConfigInfo == null || avatarDetail.equalsIgnoreCase("low")) {

      // Find the "default" factory to generate an avatar. Ask it to
      // loader the avatar. If it does not exist (it should), simply
      // log an error andr return.
      AvatarLoaderFactorySPI factory = registry.getDefaultAvatarLoaderFactory();
      if (factory == null) {
        logger.warning("No default avatar factory is registered.");
        return null;
      }

      // We need to rewrite the AvatarConfigInfo object here a bit,
      // otherwise, the loader may still loader the wrong avatar. If
      // we set the URL in the AvatarConfigInfo to null, that should do
      // the trick. (Note that since we manually obtained the
      // AvatarLoaderFactorySPI, we don't need to update the factory
      // class name in the AvatarConfigInfo object, but we do anyway).
      String defaultClassName = factory.getClass().getName();
      AvatarConfigInfo defaultInfo = new AvatarConfigInfo(null, defaultClassName);

      // Go ahead and load the default avatar
      ret = factory.getAvatarLoader().getAvatarCharacter(cell, username, defaultInfo);
    } else {
      // If the avatar has a non-null configuration information, then
      // ask the loader factory to generate a new loader for this avatar
      String className = avatarConfigInfo.getLoaderFactoryClassName();
      if (className == null) {
        logger.warning(
            "No class name given for avatar configuration"
                + " with url "
                + avatarConfigInfo.getAvatarConfigURL());
        return null;
      }

      // Find the avatar factory, if it does not exist, return an error
      AvatarLoaderFactorySPI factory = registry.getAvatarLoaderFactory(className);
      if (factory == null) {
        logger.warning(
            "No avatar loader factory for the class name "
                + className
                + " with url "
                + avatarConfigInfo.getAvatarConfigURL());
        return null;
      }

      // Ask the avatar loader to create and return an avatar character
      ret = factory.getAvatarLoader().getAvatarCharacter(cell, username, avatarConfigInfo);
    }

    ret.getModelInst().getTransform().getLocalMatrix(true).set(origin);

    // XXX NPC HACK XXX
    // TODO - remove hardcoded npc support
    //        if (username.equals("npc") && avatarConfigURL != null) {
    //            String u = avatarConfigURL.getFile();
    //            username = u.substring(u.lastIndexOf('/') + 1, u.lastIndexOf('.'));
    //        }

    // Sets the Z-buffer state on the external kids root
    Node external = ret.getJScene().getExternalKidsRoot();
    setZBufferState(external);

    // JSCENE HAS NOT CHILDREN, so this does nothing
    //        ret.getJScene().updateGeometricState(0, true);
    //        GraphicsUtils.printGraphBounds(ret.getJScene());

    //        JScene jscene = avatar.getJScene();
    //        jscene.renderToggle();      // both renderers
    //        jscene.renderToggle();      // jme renderer only
    //        jscene.setRenderPRendererMesh(true);  // Force pRenderer to be instantiated
    //        jscene.toggleRenderPRendererMesh();   // turn off mesh
    //        jscene.toggleRenderBoundingVolume();  // turn off bounds

    return ret;
  }
  /**
   * 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--//
  }