From 1aa171189397f34d7d18fb358f7bd767d241675a Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Thu, 11 Aug 2011 03:05:51 +0100 Subject: [PATCH] eliminate the rotation parameter from SP.HandleMoveToTargetUpdate(). This can just use the currently set Rotation looks like I spoke to soon about eliminating jerkiness on "go here"/autopilot. It's still there. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 9 ++++----- OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs | 7 ++++++- 2 files changed, 10 insertions(+), 6 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index a1bd672dfb..afa896ce98 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1496,7 +1496,7 @@ namespace OpenSim.Region.Framework.Scenes } else if (bAllowUpdateMoveToPosition) { - if (HandleMoveToTargetUpdate(ref agent_control_v3, bodyRotation)) + if (HandleMoveToTargetUpdate(ref agent_control_v3)) update_movementflag = true; } } @@ -1556,9 +1556,8 @@ namespace OpenSim.Region.Framework.Scenes /// This doesn't actually perform the movement. Instead, it adds its vector to agent_control_v3. /// /// Cumulative agent movement that this method will update. - /// New body rotation of the avatar. /// True if movement has been updated in some way. False otherwise. - public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3, Quaternion bodyRotation) + public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) { // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); @@ -1594,7 +1593,7 @@ namespace OpenSim.Region.Framework.Scenes // to such forces, but the following simple approach seems to works fine. Vector3 LocalVectorToTarget3D = (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords - * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords + * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords // Ignore z component of vector // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); LocalVectorToTarget3D.Normalize(); @@ -1731,7 +1730,7 @@ namespace OpenSim.Region.Framework.Scenes MoveToPositionTarget = pos; Vector3 agent_control_v3 = new Vector3(); - HandleMoveToTargetUpdate(ref agent_control_v3, Rotation); + HandleMoveToTargetUpdate(ref agent_control_v3); AddNewMovement(agent_control_v3); } diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index 9b86abb5b3..580d7efaf5 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs @@ -81,6 +81,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC if (presence.PhysicsActor.Flying) { + // A horrible hack to stop the NPC dead in its tracks rather than having them overshoot + // the target if flying. + // We really need to be more subtle (slow the avatar as it approaches the target) or at + // least be able to set collision status once, rather than 5 times to give it enough + // weighting so that that PhysicsActor thinks it really is colliding. for (int i = 0; i < 5; i++) presence.PhysicsActor.IsColliding = true; @@ -106,7 +111,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); Vector3 agent_control_v3 = new Vector3(); - presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation); + presence.HandleMoveToTargetUpdate(ref agent_control_v3); presence.AddNewMovement(agent_control_v3); } //