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author | Justin Clark-Casey (justincc) | 2011-08-10 23:56:19 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-08-10 23:56:19 +0100 |
commit | 7f499ff3f386d57bcd81ebb3f58f110011100604 (patch) | |
tree | bab34762e4a9cb9e739df591360cec3405bb4e57 /OpenSim/Region/OptionalModules/World/NPC | |
parent | fly and no fly constants for osNpcMoveToTarget() (diff) | |
download | opensim-SC_OLD-7f499ff3f386d57bcd81ebb3f58f110011100604.zip opensim-SC_OLD-7f499ff3f386d57bcd81ebb3f58f110011100604.tar.gz opensim-SC_OLD-7f499ff3f386d57bcd81ebb3f58f110011100604.tar.bz2 opensim-SC_OLD-7f499ff3f386d57bcd81ebb3f58f110011100604.tar.xz |
Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()
Default for this function is now not to automatically land.
This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground.
Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot.
A better approach would be to gradually slow the avatar as we near the target
Diffstat (limited to 'OpenSim/Region/OptionalModules/World/NPC')
3 files changed, 29 insertions, 13 deletions
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs index cfd692d..d63c2a6 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs | |||
@@ -37,6 +37,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
37 | { | 37 | { |
38 | public class NPCAvatar : IClientAPI | 38 | public class NPCAvatar : IClientAPI |
39 | { | 39 | { |
40 | /// <summary> | ||
41 | /// Signal whether the avatar should land when it reaches a move target | ||
42 | /// </summary> | ||
43 | public bool LandAtTarget { get; set; } | ||
44 | |||
40 | private readonly string m_firstname; | 45 | private readonly string m_firstname; |
41 | private readonly string m_lastname; | 46 | private readonly string m_lastname; |
42 | private readonly Vector3 m_startPos; | 47 | private readonly Vector3 m_startPos; |
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index d0b5a94..f38af46 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs | |||
@@ -75,19 +75,25 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
75 | // We are close enough to the target | 75 | // We are close enough to the target |
76 | m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name); | 76 | m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name); |
77 | 77 | ||
78 | presence.Velocity = Vector3.Zero; | ||
79 | presence.AbsolutePosition = presence.MoveToPositionTarget; | ||
80 | presence.ResetMoveToTarget(); | ||
81 | |||
78 | if (presence.PhysicsActor.Flying) | 82 | if (presence.PhysicsActor.Flying) |
79 | { | 83 | { |
80 | Vector3 targetPos = presence.MoveToPositionTarget; | 84 | for (int i = 0; i < 5; i++) |
81 | float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; | 85 | presence.PhysicsActor.IsColliding = true; |
82 | if (targetPos.Z - terrainHeight < 0.2) | 86 | |
83 | { | 87 | // Vector3 targetPos = presence.MoveToPositionTarget; |
88 | if (m_avatars[presence.UUID].LandAtTarget) | ||
84 | presence.PhysicsActor.Flying = false; | 89 | presence.PhysicsActor.Flying = false; |
85 | } | ||
86 | } | ||
87 | 90 | ||
88 | presence.Velocity = Vector3.Zero; | 91 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; |
89 | presence.AbsolutePosition = presence.MoveToPositionTarget; | 92 | // if (targetPos.Z - terrainHeight < 0.2) |
90 | presence.ResetMoveToTarget(); | 93 | // { |
94 | // presence.PhysicsActor.Flying = false; | ||
95 | // } | ||
96 | } | ||
91 | 97 | ||
92 | // FIXME: This doesn't work | 98 | // FIXME: This doesn't work |
93 | if (presence.PhysicsActor.Flying) | 99 | if (presence.PhysicsActor.Flying) |
@@ -217,7 +223,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
217 | return npcAvatar.AgentId; | 223 | return npcAvatar.AgentId; |
218 | } | 224 | } |
219 | 225 | ||
220 | public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly) | 226 | public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget) |
221 | { | 227 | { |
222 | lock (m_avatars) | 228 | lock (m_avatars) |
223 | { | 229 | { |
@@ -227,8 +233,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
227 | scene.TryGetScenePresence(agentID, out sp); | 233 | scene.TryGetScenePresence(agentID, out sp); |
228 | 234 | ||
229 | m_log.DebugFormat( | 235 | m_log.DebugFormat( |
230 | "[NPC MODULE]: Moving {0} to {1} in {2}", sp.Name, pos, scene.RegionInfo.RegionName); | 236 | "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}", |
237 | sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget); | ||
231 | 238 | ||
239 | m_avatars[agentID].LandAtTarget = landAtTarget; | ||
232 | sp.MoveToTarget(pos, noFly); | 240 | sp.MoveToTarget(pos, noFly); |
233 | 241 | ||
234 | return true; | 242 | return true; |
@@ -263,6 +271,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
263 | { | 271 | { |
264 | if (m_avatars.ContainsKey(agentID)) | 272 | if (m_avatars.ContainsKey(agentID)) |
265 | { | 273 | { |
274 | ScenePresence sp; | ||
275 | scene.TryGetScenePresence(agentID, out sp); | ||
276 | |||
266 | m_avatars[agentID].Say(text); | 277 | m_avatars[agentID].Say(text); |
267 | 278 | ||
268 | return true; | 279 | return true; |
diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs index 81497d5..d220fab 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs | |||
@@ -113,7 +113,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests | |||
113 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); | 113 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); |
114 | 114 | ||
115 | Vector3 targetPos = startPos + new Vector3(0, 0, 10); | 115 | Vector3 targetPos = startPos + new Vector3(0, 0, 10); |
116 | npcModule.MoveToTarget(npc.UUID, scene, targetPos, false); | 116 | npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false); |
117 | 117 | ||
118 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); | 118 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); |
119 | 119 | ||
@@ -135,7 +135,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests | |||
135 | // Try a second movement | 135 | // Try a second movement |
136 | startPos = npc.AbsolutePosition; | 136 | startPos = npc.AbsolutePosition; |
137 | targetPos = startPos + new Vector3(10, 0, 0); | 137 | targetPos = startPos + new Vector3(10, 0, 0); |
138 | npcModule.MoveToTarget(npc.UUID, scene, targetPos, false); | 138 | npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false); |
139 | 139 | ||
140 | scene.Update(); | 140 | scene.Update(); |
141 | 141 | ||