Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()
Default for this function is now not to automatically land. This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground. Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot. A better approach would be to gradually slow the avatar as we near the targetbulletsim
parent
fb92678b83
commit
7f499ff3f3
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@ -71,8 +71,11 @@ namespace OpenSim.Region.Framework.Interfaces
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/// If true, then the avatar will attempt to walk to the location even if it's up in the air.
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/// If true, then the avatar will attempt to walk to the location even if it's up in the air.
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/// This is to allow walking on prims.
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/// This is to allow walking on prims.
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/// </param>
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/// </param>
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/// <param name="landAtTarget">
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/// If true and the avatar is flying when it reaches the target, land.
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/// </param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly);
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bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget);
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/// <summary>
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/// <summary>
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/// Stop the NPC's current movement.
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/// Stop the NPC's current movement.
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@ -37,6 +37,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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{
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{
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public class NPCAvatar : IClientAPI
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public class NPCAvatar : IClientAPI
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{
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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_firstname;
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private readonly string m_lastname;
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private readonly string m_lastname;
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private readonly Vector3 m_startPos;
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private readonly Vector3 m_startPos;
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@ -75,20 +75,26 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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// We are close enough to the target
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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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m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
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if (presence.PhysicsActor.Flying)
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{
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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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presence.PhysicsActor.Flying = false;
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}
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}
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presence.Velocity = Vector3.Zero;
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presence.Velocity = Vector3.Zero;
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presence.AbsolutePosition = presence.MoveToPositionTarget;
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presence.AbsolutePosition = presence.MoveToPositionTarget;
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presence.ResetMoveToTarget();
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presence.ResetMoveToTarget();
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if (presence.PhysicsActor.Flying)
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{
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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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// FIXME: This doesn't work
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// FIXME: This doesn't work
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if (presence.PhysicsActor.Flying)
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if (presence.PhysicsActor.Flying)
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presence.Animator.TrySetMovementAnimation("HOVER");
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presence.Animator.TrySetMovementAnimation("HOVER");
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@ -217,7 +223,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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return npcAvatar.AgentId;
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return npcAvatar.AgentId;
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}
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}
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public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly)
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public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget)
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{
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{
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lock (m_avatars)
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lock (m_avatars)
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{
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{
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@ -227,8 +233,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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scene.TryGetScenePresence(agentID, out sp);
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scene.TryGetScenePresence(agentID, out sp);
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[NPC MODULE]: Moving {0} to {1} in {2}", sp.Name, pos, scene.RegionInfo.RegionName);
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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);
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return true;
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return true;
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@ -263,6 +271,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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{
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{
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if (m_avatars.ContainsKey(agentID))
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if (m_avatars.ContainsKey(agentID))
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{
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{
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ScenePresence sp;
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scene.TryGetScenePresence(agentID, out sp);
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m_avatars[agentID].Say(text);
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m_avatars[agentID].Say(text);
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return true;
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return true;
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@ -113,7 +113,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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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, 0, 10);
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npcModule.MoveToTarget(npc.UUID, scene, targetPos, 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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@ -135,7 +135,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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// Try a second movement
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// Try a second movement
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startPos = npc.AbsolutePosition;
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startPos = npc.AbsolutePosition;
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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);
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npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
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scene.Update();
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scene.Update();
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@ -305,10 +305,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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m_iscolliding = true;
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m_iscolliding = true;
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}
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}
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if (m_wascolliding != m_iscolliding)
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if (m_wascolliding != m_iscolliding)
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{
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{
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//base.SendCollisionUpdate(new CollisionEventUpdate());
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//base.SendCollisionUpdate(new CollisionEventUpdate());
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}
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}
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m_wascolliding = m_iscolliding;
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m_wascolliding = m_iscolliding;
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}
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}
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}
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}
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@ -2209,11 +2209,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (module != null)
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if (module != null)
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{
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{
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Vector3 pos = new Vector3((float) position.x, (float) position.y, (float) position.z);
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Vector3 pos = new Vector3((float) position.x, (float) position.y, (float) position.z);
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module.MoveToTarget(new UUID(npc.m_string), World, pos, false);
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module.MoveToTarget(new UUID(npc.m_string), World, pos, false, true);
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}
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}
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}
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}
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public void osNpcMoveToTarget(LSL_Key npc, LSL_Vector position, int noFly)
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public void osNpcMoveToTarget(LSL_Key npc, LSL_Vector position, int moveParams)
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{
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{
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CheckThreatLevel(ThreatLevel.High, "osNpcMoveToTarget");
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CheckThreatLevel(ThreatLevel.High, "osNpcMoveToTarget");
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@ -2221,7 +2221,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (module != null)
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if (module != null)
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{
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{
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Vector3 pos = new Vector3((float)position.x, (float)position.y, (float)position.z);
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Vector3 pos = new Vector3((float)position.x, (float)position.y, (float)position.z);
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module.MoveToTarget(new UUID(npc.m_string), World, pos, noFly != 0);
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module.MoveToTarget(
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new UUID(npc.m_string),
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World,
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pos,
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(moveParams & ScriptBaseClass.OS_NPC_NO_FLY) != 0,
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(moveParams & ScriptBaseClass.OS_NPC_LAND_AT_TARGET) != 0);
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}
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}
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}
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}
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@ -594,6 +594,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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// Constants for osNpc* functions
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// Constants for osNpc* functions
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public const int OS_NPC_FLY = 0;
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public const int OS_NPC_FLY = 0;
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public const int OS_NPC_NO_FLY = 1;
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public const int OS_NPC_NO_FLY = 1;
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public const int OS_NPC_LAND_AT_TARGET = 2;
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public const string URL_REQUEST_GRANTED = "URL_REQUEST_GRANTED";
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public const string URL_REQUEST_GRANTED = "URL_REQUEST_GRANTED";
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public const string URL_REQUEST_DENIED = "URL_REQUEST_DENIED";
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public const string URL_REQUEST_DENIED = "URL_REQUEST_DENIED";
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