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authorJustin Clark-Casey (justincc)2011-09-21 19:28:41 +0100
committerJustin Clark-Casey (justincc)2011-09-21 19:28:41 +0100
commit8159fd7110459246ff61a41800899f5d854eceee (patch)
treeafd9ec10e0ec922c668422101a460ec319b23522 /OpenSim/Region/OptionalModules
parentRemove vestigal OpenSim.Data mono addins extension points that don't look lik... (diff)
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When calling osNpcMoveTo(), rotate the avatar in the direction of travel.
This stops the npc walking backwards if the target is directly behind. This means that the npc no longer returns to its original rotation once movement has finished. If you want this behaviour, please store and reset the original rotation after movement. This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678
Diffstat (limited to 'OpenSim/Region/OptionalModules')
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs16
1 files changed, 12 insertions, 4 deletions
diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
index 246bc34..1a0d0c7 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
@@ -182,18 +182,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
182 scene.Update(); 182 scene.Update();
183 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); 183 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
184 184
185 Vector3 targetPos = startPos + new Vector3(0, 0, 10); 185 Vector3 targetPos = startPos + new Vector3(0, 10, 0);
186 npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false); 186 npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
187 187
188 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); 188 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
189 //Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f)));
190 Assert.That(
191 npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
189 192
190 scene.Update(); 193 scene.Update();
191 194
192 // We should really check the exact figure. 195 // We should really check the exact figure.
193 Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X)); 196 Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
194 Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y)); 197 Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
195 Assert.That(npc.AbsolutePosition.Z, Is.GreaterThan(startPos.Z)); 198 Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
196 Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.Z)); 199 Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
197 200
198 for (int i = 0; i < 10; i++) 201 for (int i = 0; i < 10; i++)
199 scene.Update(); 202 scene.Update();
@@ -208,6 +211,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
208 targetPos = startPos + new Vector3(10, 0, 0); 211 targetPos = startPos + new Vector3(10, 0, 0);
209 npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false); 212 npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
210 213
214 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
215// Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1)));
216 Assert.That(
217 npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
218
211 scene.Update(); 219 scene.Update();
212 220
213 // We should really check the exact figure. 221 // We should really check the exact figure.