Merge branch 'master' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.csavinationmerge
commit
2cf6172689
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@ -1129,13 +1129,21 @@ namespace OpenSim.Region.Framework.Scenes
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public Quaternion SitTargetOrientation
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{
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get { return m_sitTargetOrientation; }
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set { m_sitTargetOrientation = value; }
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set
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{
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m_sitTargetOrientation = value;
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// m_log.DebugFormat("[SCENE OBJECT PART]: Set sit target orientation {0} for {1} {2}", m_sitTargetOrientation, Name, LocalId);
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}
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}
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public Vector3 SitTargetPosition
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{
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get { return m_sitTargetPosition; }
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set { m_sitTargetPosition = value; }
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set
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{
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m_sitTargetPosition = value;
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// m_log.DebugFormat("[SCENE OBJECT PART]: Set sit target position to {0} for {1} {2}", m_sitTargetPosition, Name, LocalId);
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}
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}
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// This sort of sucks, but I'm adding these in to make some of
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@ -92,7 +92,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
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// Value revised by KF 091121 by comparison with SL.
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private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
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public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
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/// <summary>
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/// Movement updates for agents in neighboring regions are sent directly to clients.
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@ -2617,7 +2617,6 @@ namespace OpenSim.Region.Framework.Scenes
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RemoveFromPhysicalScene();
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Animator.TrySetMovementAnimation(sitAnimation);
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SendAvatarDataToAllAgents();
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//SendTerseUpdateToAllClients();
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}
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public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
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@ -208,7 +208,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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ScenePresence sp;
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scene.TryGetScenePresence(agentID, out sp);
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sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero);
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sp.HandleAgentSit(m_avatars[agentID], agentID);
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// sp.HandleAgentSit(m_avatars[agentID], agentID);
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return true;
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}
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@ -231,7 +231,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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}
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[Test]
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public void TestSitAndStand()
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public void TestSitAndStandWithSitTarget()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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@ -245,12 +245,49 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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ScenePresence npc = scene.GetScenePresence(npcId);
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SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
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// We must have a non Vector3.Zero sit target position otherwise part.SitTargetAvatar doesn't get set!
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part.SitTargetPosition = new Vector3(0, 0, 1);
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npcModule.Sit(npc.UUID, part.UUID, scene);
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Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId));
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Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
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Assert.That(
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npc.AbsolutePosition,
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Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
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npcModule.Stand(npc.UUID, scene);
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Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
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Assert.That(npc.ParentID, Is.EqualTo(0));
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}
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[Test]
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public void TestSitAndStandWithNoSitTarget()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
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// FIXME: To get this to work for now, we are going to place the npc right next to the target so that
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// the autopilot doesn't trigger
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Vector3 startPos = new Vector3(1, 1, 1);
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INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
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UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, scene, sp.Appearance);
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ScenePresence npc = scene.GetScenePresence(npcId);
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SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
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npcModule.Sit(npc.UUID, part.UUID, scene);
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Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
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Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
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// FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
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// default avatar.
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Assert.That(
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npc.AbsolutePosition,
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Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.8857438f)));
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npcModule.Stand(npc.UUID, scene);
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@ -1269,7 +1269,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// m_taintForce = Vector3.Zero. Need to lock ProcessTaints() when we set a new tainted force.
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doForce(m_taintForce);
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}
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m_taintForce = Vector3.Zero;
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}
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@ -2250,7 +2250,10 @@ Console.WriteLine(" JointCreateFixed");
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{
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if (!m_isSelected)
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{
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// Not sure exactly why this sleep is here, but from experimentation it appears to stop an avatar
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// walking through a default rez size prim if it keeps kicking it around - justincc.
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Thread.Sleep(20);
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if (IsPhysical)
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{
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if (Body != IntPtr.Zero)
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