Merge commit '8159fd7110459246ff61a41800899f5d854eceee' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.csavinationmerge
commit
6101de2316
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@ -1863,7 +1863,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
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// Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
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// always slightly higher than the actual terrain height.
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// always slightly higher than the actual terrain height.
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// FIXME: This constrains NOC movements as well, so should be somewhere else.
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// FIXME: This constrains NPC movements as well, so should be somewhere else.
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if (pos.Z - terrainHeight < 0.2)
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if (pos.Z - terrainHeight < 0.2)
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pos.Z = terrainHeight;
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pos.Z = terrainHeight;
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@ -1879,6 +1879,21 @@ namespace OpenSim.Region.Framework.Scenes
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MovingToTarget = true;
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MovingToTarget = true;
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MoveToPositionTarget = pos;
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MoveToPositionTarget = pos;
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// Rotate presence around the z-axis to point in same direction as movement.
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// Ignore z component of vector
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Vector3 localVectorToTarget3D = pos - AbsolutePosition;
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Vector3 localVectorToTarget2D = new Vector3((float)(localVectorToTarget3D.X), (float)(localVectorToTarget3D.Y), 0f);
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// m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0}", localVectorToTarget2D);
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// Calculate the yaw.
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Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget2D.Y, localVectorToTarget2D.X)));
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// m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle);
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Rotation = Quaternion.CreateFromEulers(angle);
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// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
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Vector3 agent_control_v3 = new Vector3();
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Vector3 agent_control_v3 = new Vector3();
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HandleMoveToTargetUpdate(ref agent_control_v3);
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HandleMoveToTargetUpdate(ref agent_control_v3);
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AddNewMovement(agent_control_v3);
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AddNewMovement(agent_control_v3);
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@ -182,18 +182,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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scene.Update();
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scene.Update();
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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Vector3 targetPos = startPos + new Vector3(0, 0, 10);
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Vector3 targetPos = startPos + new Vector3(0, 10, 0);
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npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
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npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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//Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f)));
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Assert.That(
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npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
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scene.Update();
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scene.Update();
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// We should really check the exact figure.
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// We should really check the exact figure.
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Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
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Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
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Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
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Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
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Assert.That(npc.AbsolutePosition.Z, Is.GreaterThan(startPos.Z));
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Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
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Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.Z));
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Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
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for (int i = 0; i < 10; i++)
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for (int i = 0; i < 10; i++)
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scene.Update();
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scene.Update();
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@ -208,6 +211,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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targetPos = startPos + new Vector3(10, 0, 0);
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targetPos = startPos + new Vector3(10, 0, 0);
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npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
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npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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// Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1)));
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Assert.That(
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npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
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scene.Update();
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scene.Update();
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// We should really check the exact figure.
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// We should really check the exact figure.
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@ -0,0 +1,82 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using OpenMetaverse;
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using NUnit.Framework;
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using NUnit.Framework.Constraints;
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namespace OpenSim.Tests.Common
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{
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public class QuaternionToleranceConstraint : ANumericalToleranceConstraint
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{
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private Quaternion _baseValue;
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private Quaternion _valueToBeTested;
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public QuaternionToleranceConstraint(Quaternion baseValue, double tolerance) : base(tolerance)
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{
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_baseValue = baseValue;
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}
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/// <summary>
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/// Test whether the constraint is satisfied by a given value
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/// </summary>
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/// <param name="valueToBeTested">The value to be tested</param>
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/// <returns>
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/// True for success, false for failure
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/// </returns>
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public override bool Matches(object valueToBeTested)
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{
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if (valueToBeTested == null)
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{
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throw new ArgumentException("Constraint cannot be used upon null values.");
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}
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if (valueToBeTested.GetType() != typeof (Quaternion))
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{
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throw new ArgumentException("Constraint cannot be used upon non quaternion values.");
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}
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_valueToBeTested = (Quaternion)valueToBeTested;
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return (IsWithinDoubleConstraint(_valueToBeTested.X, _baseValue.X) &&
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IsWithinDoubleConstraint(_valueToBeTested.Y, _baseValue.Y) &&
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IsWithinDoubleConstraint(_valueToBeTested.Z, _baseValue.Z) &&
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IsWithinDoubleConstraint(_valueToBeTested.W, _baseValue.W));
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}
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public override void WriteDescriptionTo(MessageWriter writer)
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{
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writer.WriteExpectedValue(
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string.Format("A value {0} within tolerance of plus or minus {1}", _baseValue, _tolerance));
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}
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public override void WriteActualValueTo(MessageWriter writer)
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{
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writer.WriteActualValue(_valueToBeTested);
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}
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}
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}
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