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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
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')
-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 9358a4a..cd3cb60 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.