OpenSim.Region.Framework.Scenes.ScenePresence.Teleport C# (CSharp) Method

Teleport() public method

public Teleport ( Vector3 pos ) : void
pos Vector3
return void
        public void Teleport(Vector3 pos)
        {
            bool isFlying = false;
            if (m_physicsActor != null)
                isFlying = m_physicsActor.Flying;
            
            RemoveFromPhysicalScene();
            Velocity = Vector3.Zero;
            AbsolutePosition = pos;
            AddToPhysicalScene(isFlying);
            if (m_appearance != null)
            {
                if (m_appearance.AvatarHeight > 0)
                    SetHeight(m_appearance.AvatarHeight);
            }

            SendTerseUpdateToAllClients();
        }

Usage Example

        public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
        {
            if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
                return;

            IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();

            // Reset animations; the viewer does that in teleports.
            sp.Animator.ResetAnimations();

            try
            {
                if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
                {
                    m_log.DebugFormat(
                        "[ENTITY TRANSFER MODULE]: RequestTeleportToLocation {0} within {1}",
                        position, sp.Scene.RegionInfo.RegionName);

                    // Teleport within the same region
                    if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
                    {
                        Vector3 emergencyPos = new Vector3(128, 128, 128);

                        m_log.WarnFormat(
                            "[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}.  Substituting {3}",
                            position, sp.Name, sp.UUID, emergencyPos);
                        position = emergencyPos;
                    }

                    // TODO: Get proper AVG Height
                    float localAVHeight = 1.56f;
                    float posZLimit = 22;

                    // TODO: Check other Scene HeightField
                    if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize)
                    {
                        posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
                    }

                    float newPosZ = posZLimit + localAVHeight;
                    if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
                    {
                        position.Z = newPosZ;
                    }

                    sp.ControllingClient.SendTeleportStart(teleportFlags);

                    sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
                    sp.Teleport(position);

                    foreach (SceneObjectGroup grp in sp.GetAttachments())
                    {
                        if (grp.IsDeleted)
                            sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
                    }
                }
                else // Another region possibly in another simulator
                {
                    uint x = 0, y = 0;
                    Utils.LongToUInts(regionHandle, out x, out y);
                    GridRegion reg = m_aScene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y);

                    if (reg != null)
                    {
                        GridRegion finalDestination = GetFinalDestination(reg);
                        if (finalDestination == null)
                        {
                            m_log.WarnFormat("[ENTITY TRANSFER MODULE]: Final destination is having problems. Unable to teleport agent.");
                            sp.ControllingClient.SendTeleportFailed("Problem at destination");
                            return;
                        }

                        uint curX = 0, curY = 0;
                        Utils.LongToUInts(sp.Scene.RegionInfo.RegionHandle, out curX, out curY);
                        int curCellX = (int)(curX / Constants.RegionSize);
                        int curCellY = (int)(curY / Constants.RegionSize);
                        int destCellX = (int)(finalDestination.RegionLocX / Constants.RegionSize);
                        int destCellY = (int)(finalDestination.RegionLocY / Constants.RegionSize);

//                        m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY);
//
//                        m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}",
//                            destRegionX, destRegionY, finalDestination.RegionID, finalDestination.ServerURI);

                        // Check that these are not the same coordinates
                        if (finalDestination.RegionLocX == sp.Scene.RegionInfo.RegionLocX &&
                            finalDestination.RegionLocY == sp.Scene.RegionInfo.RegionLocY)
                        {
                            // Can't do. Viewer crashes
                            sp.ControllingClient.SendTeleportFailed("Space warp! You would crash. Move to a different region and try again.");
                            return;
                        }

                        if (Math.Abs(curCellX - destCellX) > MaxTransferDistance || Math.Abs(curCellY - destCellY) > MaxTransferDistance)
                        {
                            sp.ControllingClient.SendTeleportFailed(
                                string.Format(
                                  "Can't teleport to {0} ({1},{2}) from {3} ({4},{5}), destination is more than {6} regions way",
                                  finalDestination.RegionName, destCellX, destCellY,
                                  sp.Scene.RegionInfo.RegionName, curCellX, curCellY,
                                  MaxTransferDistance));

                            return;
                        }

                        //
                        // This is it
                        //
                        DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags, eq);
                        //
                        //
                        //
                    }
                    else
                    {
                        // TP to a place that doesn't exist (anymore)
                        // Inform the viewer about that
                        sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore");

                        // and set the map-tile to '(Offline)'
                        uint regX, regY;
                        Utils.LongToUInts(regionHandle, out regX, out regY);

                        MapBlockData block = new MapBlockData();
                        block.X = (ushort)(regX / Constants.RegionSize);
                        block.Y = (ushort)(regY / Constants.RegionSize);
                        block.Access = 254; // == not there

                        List<MapBlockData> blocks = new List<MapBlockData>();
                        blocks.Add(block);
                        sp.ControllingClient.SendMapBlock(blocks, 0);
                    }
                }
            }
            catch (Exception e)
            {
                m_log.WarnFormat("[ENTITY TRANSFER MODULE]: Exception on teleport: {0} {1}", e.Message, e.StackTrace);
                sp.ControllingClient.SendTeleportFailed("Internal error");
            }
        }
All Usage Examples Of OpenSim.Region.Framework.Scenes.ScenePresence::Teleport
ScenePresence