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authorJustin Clark-Casey (justincc)2011-08-03 02:04:38 +0100
committerJustin Clark-Casey (justincc)2011-08-03 02:04:38 +0100
commit30e816bfa2fe3145a43723dfea6c4765551f5e04 (patch)
tree7d07cc16a16eeda8dd59fb5036e84c40ca90e7d4
parentget autopilot/go here to work immediately. (diff)
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Implement move to/autopilot for z axis movement as well.
This is jerky (an artifact of the way it's being done, I think), but it's better than on implementation.
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs53
2 files changed, 40 insertions, 17 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 4865481..1334230 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -295,7 +295,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
295 if (move.X != 0f || move.Y != 0f) 295 if (move.X != 0f || move.Y != 0f)
296 { 296 {
297 // Walking / crouchwalking / running 297 // Walking / crouchwalking / running
298 if (move.Z < 0f) 298 if (move.Z < 0)
299 return "CROUCHWALK"; 299 return "CROUCHWALK";
300 else if (m_scenePresence.SetAlwaysRun) 300 else if (m_scenePresence.SetAlwaysRun)
301 return "RUN"; 301 return "RUN";
@@ -305,7 +305,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
305 else 305 else
306 { 306 {
307 // Not walking 307 // Not walking
308 if (move.Z < 0f) 308 if (move.Z < 0)
309 return "CROUCH"; 309 return "CROUCH";
310 else 310 else
311 return "STAND"; 311 return "STAND";
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 9c71492..7b228c6 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1559,9 +1559,9 @@ namespace OpenSim.Region.Framework.Scenes
1559 if (allowUpdate && (m_moveToPositionInProgress && !m_autopilotMoving)) 1559 if (allowUpdate && (m_moveToPositionInProgress && !m_autopilotMoving))
1560 { 1560 {
1561 double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget); 1561 double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget);
1562// m_log.DebugFormat( 1562 m_log.DebugFormat(
1563// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", 1563 "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
1564// Name, AbsolutePosition, m_moveToPositionTarget, distanceToTarget); 1564 Name, AbsolutePosition, m_moveToPositionTarget, distanceToTarget);
1565 1565
1566 // Check the error term of the current position in relation to the target position 1566 // Check the error term of the current position in relation to the target position
1567 if (distanceToTarget <= 1) 1567 if (distanceToTarget <= 1)
@@ -1575,7 +1575,7 @@ namespace OpenSim.Region.Framework.Scenes
1575 { 1575 {
1576 try 1576 try
1577 { 1577 {
1578 // move avatar in 2D at one meter/second towards target, in avatar coordinate frame. 1578 // move avatar in 3D at one meter/second towards target, in avatar coordinate frame.
1579 // This movement vector gets added to the velocity through AddNewMovement(). 1579 // This movement vector gets added to the velocity through AddNewMovement().
1580 // Theoretically we might need a more complex PID approach here if other 1580 // Theoretically we might need a more complex PID approach here if other
1581 // unknown forces are acting on the avatar and we need to adaptively respond 1581 // unknown forces are acting on the avatar and we need to adaptively respond
@@ -1584,9 +1584,8 @@ namespace OpenSim.Region.Framework.Scenes
1584 (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords 1584 (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
1585 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords 1585 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords
1586 // Ignore z component of vector 1586 // Ignore z component of vector
1587 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1587// Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1588 LocalVectorToTarget2D.Normalize(); 1588 LocalVectorToTarget3D.Normalize();
1589 agent_control_v3 += LocalVectorToTarget2D;
1590 1589
1591 // update avatar movement flags. the avatar coordinate system is as follows: 1590 // update avatar movement flags. the avatar coordinate system is as follows:
1592 // 1591 //
@@ -1609,31 +1608,48 @@ namespace OpenSim.Region.Framework.Scenes
1609 1608
1610 // based on the above avatar coordinate system, classify the movement into 1609 // based on the above avatar coordinate system, classify the movement into
1611 // one of left/right/back/forward. 1610 // one of left/right/back/forward.
1612 if (LocalVectorToTarget2D.Y > 0)//MoveLeft 1611 if (LocalVectorToTarget3D.X < 0) //MoveBack
1612 {
1613 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1614 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1615 updated = true;
1616 }
1617 else if (LocalVectorToTarget3D.X > 0) //Move Forward
1618 {
1619 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1620 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1621 updated = true;
1622 }
1623
1624 if (LocalVectorToTarget3D.Y > 0) //MoveLeft
1613 { 1625 {
1614 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; 1626 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1615 //AgentControlFlags 1627 //AgentControlFlags
1616 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; 1628 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1617 updated = true; 1629 updated = true;
1618 } 1630 }
1619 else if (LocalVectorToTarget2D.Y < 0) //MoveRight 1631 else if (LocalVectorToTarget3D.Y < 0) //MoveRight
1620 { 1632 {
1621 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; 1633 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1622 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; 1634 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1623 updated = true; 1635 updated = true;
1624 } 1636 }
1625 if (LocalVectorToTarget2D.X < 0) //MoveBack 1637
1638 if (LocalVectorToTarget3D.Z > 0) //Up
1626 { 1639 {
1627 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; 1640 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
1628 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; 1641 //AgentControlFlags
1642 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
1629 updated = true; 1643 updated = true;
1630 } 1644 }
1631 else if (LocalVectorToTarget2D.X > 0) //Move Forward 1645 else if (LocalVectorToTarget3D.Z < 0) //Down
1632 { 1646 {
1633 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; 1647 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
1634 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; 1648 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
1635 updated = true; 1649 updated = true;
1636 } 1650 }
1651
1652 agent_control_v3 += LocalVectorToTarget3D;
1637 } 1653 }
1638 catch (Exception e) 1654 catch (Exception e)
1639 { 1655 {
@@ -1682,6 +1698,13 @@ namespace OpenSim.Region.Framework.Scenes
1682 "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", 1698 "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
1683 Name, pos, m_scene.RegionInfo.RegionName); 1699 Name, pos, m_scene.RegionInfo.RegionName);
1684 1700
1701 Vector3 heightAdjust = new Vector3(0, 0, Appearance.AvatarHeight / 2);
1702 pos += heightAdjust;
1703
1704 // Anti duck-walking measure
1705 if (Math.Abs(pos.Z - AbsolutePosition.Z) < 0.2f)
1706 pos.Z = AbsolutePosition.Z;
1707
1685 m_moveToPositionInProgress = true; 1708 m_moveToPositionInProgress = true;
1686 m_moveToPositionTarget = pos; 1709 m_moveToPositionTarget = pos;
1687 1710