Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
28a482a7ee
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@ -169,7 +169,7 @@ namespace OpenSim.ApplicationPlugins.Rest.Inventory.Tests
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float y = Convert.ToSingle(rdata.Parameters[PARM_MOVE_Y]);
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float z = Convert.ToSingle(rdata.Parameters[PARM_MOVE_Z]);
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Vector3 vector = new Vector3(x, y, z);
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presence.MoveToTarget(vector, false);
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presence.MoveToTarget(vector, false, false);
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}
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catch (Exception e)
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{
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@ -935,7 +935,7 @@ namespace OpenSim.Framework
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event ScriptReset OnScriptReset;
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event GetScriptRunning OnGetScriptRunning;
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event SetScriptRunning OnSetScriptRunning;
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event Action<Vector3, bool> OnAutoPilotGo;
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event Action<Vector3, bool, bool> OnAutoPilotGo;
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event TerrainUnacked OnUnackedTerrain;
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event ActivateGesture OnActivateGesture;
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@ -231,7 +231,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public event ScriptReset OnScriptReset;
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public event GetScriptRunning OnGetScriptRunning;
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public event SetScriptRunning OnSetScriptRunning;
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public event Action<Vector3, bool> OnAutoPilotGo;
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public event Action<Vector3, bool, bool> OnAutoPilotGo;
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public event TerrainUnacked OnUnackedTerrain;
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public event ActivateGesture OnActivateGesture;
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public event DeactivateGesture OnDeactivateGesture;
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@ -11640,9 +11640,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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locy = Convert.ToSingle(args[1]) - (float)regionY;
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locz = Convert.ToSingle(args[2]);
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Action<Vector3, bool> handlerAutoPilotGo = OnAutoPilotGo;
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Action<Vector3, bool, bool> handlerAutoPilotGo = OnAutoPilotGo;
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if (handlerAutoPilotGo != null)
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handlerAutoPilotGo(new Vector3(locx, locy, locz), false);
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handlerAutoPilotGo(new Vector3(locx, locy, locz), false, false);
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}
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/// <summary>
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@ -222,7 +222,7 @@ namespace OpenSim.Region.Examples.SimpleModule
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public event ScriptReset OnScriptReset;
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public event GetScriptRunning OnGetScriptRunning;
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public event SetScriptRunning OnSetScriptRunning;
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public event Action<Vector3, bool> OnAutoPilotGo;
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public event Action<Vector3, bool, bool> OnAutoPilotGo;
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public event TerrainUnacked OnUnackedTerrain;
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@ -5178,10 +5178,10 @@ namespace OpenSim.Region.Framework.Scenes
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for (int i = 0; i < 5; i++)
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presence.PhysicsActor.IsColliding = true;
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// Vector3 targetPos = presence.MoveToPositionTarget;
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// if (m_avatars[presence.UUID].LandAtTarget)
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// presence.PhysicsActor.Flying = false;
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if (presence.LandAtTarget)
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presence.PhysicsActor.Flying = false;
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// Vector3 targetPos = presence.MoveToPositionTarget;
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// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
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// if (targetPos.Z - terrainHeight < 0.2)
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// {
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@ -1599,7 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes
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ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
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if (avatar != null)
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{
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avatar.MoveToTarget(target, false);
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avatar.MoveToTarget(target, false, false);
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}
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}
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else
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@ -220,6 +220,11 @@ namespace OpenSim.Region.Framework.Scenes
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public bool MovingToTarget { get; private set; }
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public Vector3 MoveToPositionTarget { get; private set; }
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/// <summary>
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/// Controls whether an avatar automatically moving to a target will land when it gets there (if flying).
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/// </summary>
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public bool LandAtTarget { get; private set; }
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private bool m_followCamAuto;
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private int m_movementUpdateCount;
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@ -1681,7 +1686,10 @@ namespace OpenSim.Region.Framework.Scenes
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/// This is to allow movement to targets that are known to be on an elevated platform with a continuous path
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/// from start to finish.
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/// </param>
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public void MoveToTarget(Vector3 pos, bool noFly)
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/// <param name="landAtTarget">
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/// If true and the avatar starts flying during the move then land at the target.
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/// </param>
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public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget)
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{
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
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@ -1720,6 +1728,7 @@ namespace OpenSim.Region.Framework.Scenes
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else if (pos.Z > terrainHeight)
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PhysicsActor.Flying = true;
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LandAtTarget = landAtTarget;
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MovingToTarget = true;
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MoveToPositionTarget = pos;
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@ -85,7 +85,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
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Vector3 targetPos = startPos + new Vector3(0, 10, 0);
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sp.MoveToTarget(targetPos, false);
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sp.MoveToTarget(targetPos, false, false);
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Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
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Assert.That(
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@ -110,7 +110,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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// Try a second movement
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startPos = sp.AbsolutePosition;
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targetPos = startPos + new Vector3(10, 0, 0);
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sp.MoveToTarget(targetPos, false);
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sp.MoveToTarget(targetPos, false, false);
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Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
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Assert.That(
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@ -806,7 +806,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
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public event ScriptReset OnScriptReset;
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public event GetScriptRunning OnGetScriptRunning;
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public event SetScriptRunning OnSetScriptRunning;
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public event Action<Vector3, bool> OnAutoPilotGo;
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public event Action<Vector3, bool, bool> OnAutoPilotGo;
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public event TerrainUnacked OnUnackedTerrain;
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public event ActivateGesture OnActivateGesture;
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public event DeactivateGesture OnDeactivateGesture;
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@ -37,11 +37,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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{
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public class NPCAvatar : IClientAPI
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{
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/// <summary>
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/// Signal whether the avatar should land when it reaches a move target
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/// </summary>
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public bool LandAtTarget { get; set; }
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private readonly string m_firstname;
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private readonly string m_lastname;
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private readonly Vector3 m_startPos;
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@ -333,7 +328,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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public event ScriptReset OnScriptReset;
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public event GetScriptRunning OnGetScriptRunning;
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public event SetScriptRunning OnSetScriptRunning;
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public event Action<Vector3, bool> OnAutoPilotGo;
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public event Action<Vector3, bool, bool> OnAutoPilotGo;
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public event TerrainUnacked OnUnackedTerrain;
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@ -53,78 +53,13 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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if (config != null && config.GetBoolean("Enabled", false))
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{
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scene.RegisterModuleInterface<INPCModule>(this);
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// scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
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}
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}
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public void HandleOnSignificantClientMovement(ScenePresence presence)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(presence.UUID) && presence.MovingToTarget)
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{
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double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
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// m_log.DebugFormat(
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// "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}",
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
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// Check the error term of the current position in relation to the target position
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if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
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{
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// We are close enough to the target
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m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
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presence.Velocity = Vector3.Zero;
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presence.AbsolutePosition = presence.MoveToPositionTarget;
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presence.ResetMoveToTarget();
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if (presence.PhysicsActor.Flying)
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{
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// A horrible hack to stop the NPC dead in its tracks rather than having them overshoot
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// the target if flying.
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// We really need to be more subtle (slow the avatar as it approaches the target) or at
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// least be able to set collision status once, rather than 5 times to give it enough
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// weighting so that that PhysicsActor thinks it really is colliding.
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for (int i = 0; i < 5; i++)
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presence.PhysicsActor.IsColliding = true;
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// Vector3 targetPos = presence.MoveToPositionTarget;
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if (m_avatars[presence.UUID].LandAtTarget)
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presence.PhysicsActor.Flying = false;
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// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
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// if (targetPos.Z - terrainHeight < 0.2)
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// {
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// presence.PhysicsActor.Flying = false;
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// }
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}
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// m_log.DebugFormat(
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// "[NPC MODULE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
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// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
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}
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else
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{
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// m_log.DebugFormat(
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// "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}",
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
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Vector3 agent_control_v3 = new Vector3();
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presence.HandleMoveToTargetUpdate(ref agent_control_v3);
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presence.AddNewMovement(agent_control_v3);
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}
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//
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//// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null);
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//
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//
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}
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}
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}
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public bool IsNPC(UUID agentId, Scene scene)
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{
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// FIXME: This implementation could not just use the ScenePresence.PresenceType (and callers could inspect
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// that directly).
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ScenePresence sp = scene.GetScenePresence(agentId);
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if (sp == null || sp.IsChildAgent)
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return false;
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@ -218,8 +153,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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"[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
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sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
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m_avatars[agentID].LandAtTarget = landAtTarget;
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sp.MoveToTarget(pos, noFly);
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sp.MoveToTarget(pos, noFly, landAtTarget);
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return true;
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}
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@ -234,7 +234,7 @@ namespace OpenSim.Tests.Common.Mock
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public event ScriptReset OnScriptReset;
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public event GetScriptRunning OnGetScriptRunning;
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public event SetScriptRunning OnSetScriptRunning;
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public event Action<Vector3, bool> OnAutoPilotGo;
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public event Action<Vector3, bool, bool> OnAutoPilotGo;
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public event TerrainUnacked OnUnackedTerrain;
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Reference in New Issue