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authorMelanie2011-10-11 22:32:10 +0100
committerMelanie2011-10-11 22:32:10 +0100
commit6101de2316c3d1e1f563f19975503085ecc3f255 (patch)
tree9a443e52cedd059a5ef2f140957f9d69fb1e57ca /OpenSim/Region
parentMerge commit '7ec7a3cf33b3a67cb10df14bad04cf6f09262822' into bigmerge (diff)
parentWhen calling osNpcMoveTo(), rotate the avatar in the direction of travel. (diff)
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Merge commit '8159fd7110459246ff61a41800899f5d854eceee' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs17
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs16
2 files changed, 28 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index fc8f8b9..95d06fe 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1863,7 +1863,7 @@ namespace OpenSim.Region.Framework.Scenes
1863 1863
1864 // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is 1864 // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
1865 // always slightly higher than the actual terrain height. 1865 // always slightly higher than the actual terrain height.
1866 // FIXME: This constrains NOC movements as well, so should be somewhere else. 1866 // FIXME: This constrains NPC movements as well, so should be somewhere else.
1867 if (pos.Z - terrainHeight < 0.2) 1867 if (pos.Z - terrainHeight < 0.2)
1868 pos.Z = terrainHeight; 1868 pos.Z = terrainHeight;
1869 1869
@@ -1879,6 +1879,21 @@ namespace OpenSim.Region.Framework.Scenes
1879 MovingToTarget = true; 1879 MovingToTarget = true;
1880 MoveToPositionTarget = pos; 1880 MoveToPositionTarget = pos;
1881 1881
1882 // Rotate presence around the z-axis to point in same direction as movement.
1883 // Ignore z component of vector
1884 Vector3 localVectorToTarget3D = pos - AbsolutePosition;
1885 Vector3 localVectorToTarget2D = new Vector3((float)(localVectorToTarget3D.X), (float)(localVectorToTarget3D.Y), 0f);
1886
1887// m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0}", localVectorToTarget2D);
1888
1889 // Calculate the yaw.
1890 Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget2D.Y, localVectorToTarget2D.X)));
1891
1892// m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle);
1893
1894 Rotation = Quaternion.CreateFromEulers(angle);
1895// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
1896
1882 Vector3 agent_control_v3 = new Vector3(); 1897 Vector3 agent_control_v3 = new Vector3();
1883 HandleMoveToTargetUpdate(ref agent_control_v3); 1898 HandleMoveToTargetUpdate(ref agent_control_v3);
1884 AddNewMovement(agent_control_v3); 1899 AddNewMovement(agent_control_v3);
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.