From a333c60f28acf1298c929f9129d3537f3f97e638 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 3 Aug 2011 22:34:05 +0100 Subject: refactor: rename the move to position methods to move to target to be consistent with terminology used by scene object part and elsewhere --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 46 ++++++------------------ 1 file changed, 11 insertions(+), 35 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 19b7f19..f482974 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -780,7 +780,7 @@ namespace OpenSim.Region.Framework.Scenes m_controllingClient.OnStartAnim += HandleStartAnim; m_controllingClient.OnStopAnim += HandleStopAnim; m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls; - m_controllingClient.OnAutoPilotGo += DoMoveToPosition; + m_controllingClient.OnAutoPilotGo += MoveToTarget; // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); @@ -1484,7 +1484,7 @@ namespace OpenSim.Region.Framework.Scenes i++; } - if (DoMoveToPositionUpdate(ref agent_control_v3, bodyRotation, bResetMoveToPosition, bAllowUpdateMoveToPosition)) + if (HandleMoveToPositionUpdate(ref agent_control_v3, bodyRotation, bResetMoveToPosition, bAllowUpdateMoveToPosition)) update_movementflag = true; } @@ -1547,7 +1547,7 @@ namespace OpenSim.Region.Framework.Scenes /// If true, clear the move to position /// If true, allow the update in principle. /// True if movement has been updated in some way. False otherwise. - public bool DoMoveToPositionUpdate( + public bool HandleMoveToPositionUpdate( ref Vector3 agent_control_v3, Quaternion bodyRotation, bool reset, bool allowUpdate) { // m_log.DebugFormat("[SCENE PRESENCE]: Called DoMoveToPositionUpdate() for {0}", Name); @@ -1557,7 +1557,7 @@ namespace OpenSim.Region.Framework.Scenes //Paupaw:Do Proper PID for Autopilot here if (reset) { - ResetMoveToPosition(); + ResetMoveToTarget(); updated = true; } @@ -1646,6 +1646,8 @@ namespace OpenSim.Region.Framework.Scenes if (LocalVectorToTarget3D.Z > 0) //Up { + // Don't set these flags for up or down - doing so will make the avatar crouch or + // keep trying to jump even if walking along level ground //m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP; //AgentControlFlags //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP; @@ -1671,37 +1673,11 @@ namespace OpenSim.Region.Framework.Scenes return updated; } -// public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client) -// { -// m_autopilotMoving = true; -// m_autoPilotTarget = Pos; -// m_sitAtAutoTarget = false; -// PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; -// //proxy.PCode = (byte)PCode.ParticleSystem; -// -// proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); -// proxyObjectGroup.AttachToScene(m_scene); -// -// // Commented out this code since it could never have executed, but might still be informative. -//// if (proxyObjectGroup != null) -//// { -// proxyObjectGroup.SendGroupFullUpdate(); -// remote_client.SendSitResponse(proxyObjectGroup.UUID, Vector3.Zero, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false); -// m_scene.DeleteSceneObject(proxyObjectGroup, false); -//// } -//// else -//// { -//// m_autopilotMoving = false; -//// m_autoPilotTarget = Vector3.Zero; -//// ControllingClient.SendAlertMessage("Autopilot cancelled"); -//// } -// } - /// - /// Move this presence to the given position over time. + /// Move to the given target over time. /// /// - public void DoMoveToPosition(Vector3 pos) + public void MoveToTarget(Vector3 pos) { // m_log.DebugFormat( // "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", @@ -1726,14 +1702,14 @@ namespace OpenSim.Region.Framework.Scenes MoveToPositionTarget = pos; Vector3 agent_control_v3 = new Vector3(); - DoMoveToPositionUpdate(ref agent_control_v3, Rotation, false, true); + HandleMoveToPositionUpdate(ref agent_control_v3, Rotation, false, true); AddNewMovement(agent_control_v3, Rotation); } /// - /// Reset the move to position. + /// Reset the move to target. /// - public void ResetMoveToPosition() + public void ResetMoveToTarget() { MoveToPositionTarget = Vector3.Zero; m_moveToPositionInProgress = false; -- cgit v1.1