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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs23
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs16
2 files changed, 33 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b1094cc..5a3e587 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -585,7 +585,11 @@ namespace OpenSim.Region.Framework.Scenes
585 public Quaternion Rotation 585 public Quaternion Rotation
586 { 586 {
587 get { return m_bodyRot; } 587 get { return m_bodyRot; }
588 set { m_bodyRot = value; } 588 set
589 {
590 m_bodyRot = value;
591 m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
592 }
589 } 593 }
590 594
591 public Quaternion PreviousRotation 595 public Quaternion PreviousRotation
@@ -1711,7 +1715,7 @@ namespace OpenSim.Region.Framework.Scenes
1711 1715
1712 // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is 1716 // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
1713 // always slightly higher than the actual terrain height. 1717 // always slightly higher than the actual terrain height.
1714 // FIXME: This constrains NOC movements as well, so should be somewhere else. 1718 // FIXME: This constrains NPC movements as well, so should be somewhere else.
1715 if (pos.Z - terrainHeight < 0.2) 1719 if (pos.Z - terrainHeight < 0.2)
1716 pos.Z = terrainHeight; 1720 pos.Z = terrainHeight;
1717 1721
@@ -1727,6 +1731,21 @@ namespace OpenSim.Region.Framework.Scenes
1727 MovingToTarget = true; 1731 MovingToTarget = true;
1728 MoveToPositionTarget = pos; 1732 MoveToPositionTarget = pos;
1729 1733
1734 // Rotate presence around the z-axis to point in same direction as movement.
1735 // Ignore z component of vector
1736 Vector3 localVectorToTarget3D = pos - AbsolutePosition;
1737 Vector3 localVectorToTarget2D = new Vector3((float)(localVectorToTarget3D.X), (float)(localVectorToTarget3D.Y), 0f);
1738
1739// m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0}", localVectorToTarget2D);
1740
1741 // Calculate the yaw.
1742 Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget2D.Y, localVectorToTarget2D.X)));
1743
1744// m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle);
1745
1746 Rotation = Quaternion.CreateFromEulers(angle);
1747// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
1748
1730 Vector3 agent_control_v3 = new Vector3(); 1749 Vector3 agent_control_v3 = new Vector3();
1731 HandleMoveToTargetUpdate(ref agent_control_v3); 1750 HandleMoveToTargetUpdate(ref agent_control_v3);
1732 AddNewMovement(agent_control_v3); 1751 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.