Fix NPC sitting for prims without a sit target.

This is to partially address http://opensimulator.org/mantis/view.php?id=5769
We don't need to call SP.HandleAgentSit() again if we are within 10m since the autopilot won't trigger.
By calling it twice, the position of the sitting NPC was wrongly adjusted, ending up near <0,0,0>.
However, this change does mean that NPCs further than 10m away will not attempt to autopilot to the prim, though this code was broken anyway (is actually a different mechanism to normal NPC movmeent).
Hopefully this can be addressed soon.
remove-scene-viewer
Justin Clark-Casey (justincc) 2011-11-05 01:38:42 +00:00
parent f7b8c54c24
commit 28c4dc9be4
4 changed files with 61 additions and 14 deletions

View File

@ -1096,13 +1096,21 @@ namespace OpenSim.Region.Framework.Scenes
public Quaternion SitTargetOrientation
{
get { return m_sitTargetOrientation; }
set { m_sitTargetOrientation = value; }
set
{
m_sitTargetOrientation = value;
// m_log.DebugFormat("[SCENE OBJECT PART]: Set sit target orientation {0} for {1} {2}", m_sitTargetOrientation, Name, LocalId);
}
}
public Vector3 SitTargetPosition
{
get { return m_sitTargetPosition; }
set { m_sitTargetPosition = value; }
set
{
m_sitTargetPosition = value;
// m_log.DebugFormat("[SCENE OBJECT PART]: Set sit target position to {0} for {1} {2}", m_sitTargetPosition, Name, LocalId);
}
}
// This sort of sucks, but I'm adding these in to make some of

View File

@ -89,7 +89,7 @@ namespace OpenSim.Region.Framework.Scenes
/// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
/// issue #1716
/// </summary>
private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
/// <summary>
/// Movement updates for agents in neighboring regions are sent directly to clients.
@ -1873,7 +1873,7 @@ namespace OpenSim.Region.Framework.Scenes
AddToPhysicalScene(false);
}
m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
ParentPosition = Vector3.Zero;
ParentID = 0;
@ -2283,6 +2283,10 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 sitTargetPos = part.SitTargetPosition;
Quaternion sitTargetOrient = part.SitTargetOrientation;
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Sitting {0} at sit target {1}, {2} on {3} {4}",
// Name, sitTargetPos, sitTargetOrient, part.Name, part.LocalId);
//Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
//Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
@ -2291,15 +2295,17 @@ namespace OpenSim.Region.Framework.Scenes
m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
m_pos += SIT_TARGET_ADJUSTMENT;
Rotation = sitTargetOrient;
//Rotation = sitTargetOrient;
ParentPosition = part.AbsolutePosition;
//SendTerseUpdateToAllClients();
}
else
{
m_pos -= part.AbsolutePosition;
ParentPosition = part.AbsolutePosition;
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
// Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId);
}
}
else
@ -2314,10 +2320,6 @@ namespace OpenSim.Region.Framework.Scenes
Animator.TrySetMovementAnimation(sitAnimation);
SendAvatarDataToAllAgents();
// This may seem stupid, but Our Full updates don't send avatar rotation :P
// So we're also sending a terse update (which has avatar rotation)
// [Update] We do now.
//SendTerseUpdateToAllClients();
}
/// <summary>

View File

@ -208,7 +208,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
ScenePresence sp;
scene.TryGetScenePresence(agentID, out sp);
sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero);
sp.HandleAgentSit(m_avatars[agentID], agentID);
// sp.HandleAgentSit(m_avatars[agentID], agentID);
return true;
}

View File

@ -231,7 +231,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
}
[Test]
public void TestSitAndStand()
public void TestSitAndStandWithSitTarget()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
@ -245,12 +245,49 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
ScenePresence npc = scene.GetScenePresence(npcId);
SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
// We must have a non Vector3.Zero sit target position otherwise part.SitTargetAvatar doesn't get set!
part.SitTargetPosition = new Vector3(0, 0, 1);
npcModule.Sit(npc.UUID, part.UUID, scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId));
Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
Assert.That(
npc.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
npcModule.Stand(npc.UUID, scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(0));
}
[Test]
public void TestSitAndStandWithNoSitTarget()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
// FIXME: To get this to work for now, we are going to place the npc right next to the target so that
// the autopilot doesn't trigger
Vector3 startPos = new Vector3(1, 1, 1);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
npcModule.Sit(npc.UUID, part.UUID, scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
// FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
// default avatar.
Assert.That(
npc.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.8857438f)));
npcModule.Stand(npc.UUID, scene);