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 target
bulletsim
Justin Clark-Casey (justincc) 2011-08-10 23:56:19 +01:00
parent fb92678b83
commit 7f499ff3f3
7 changed files with 45 additions and 18 deletions

View File

@ -71,8 +71,11 @@ namespace OpenSim.Region.Framework.Interfaces
/// If true, then the avatar will attempt to walk to the location even if it's up in the air.
/// This is to allow walking on prims.
/// </param>
/// <param name="landAtTarget">
/// If true and the avatar is flying when it reaches the target, land.
/// </param>
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly);
bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget);
/// <summary>
/// Stop the NPC's current movement.

View File

@ -37,6 +37,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{
public class NPCAvatar : IClientAPI
{
/// <summary>
/// Signal whether the avatar should land when it reaches a move target
/// </summary>
public bool LandAtTarget { get; set; }
private readonly string m_firstname;
private readonly string m_lastname;
private readonly Vector3 m_startPos;

View File

@ -75,20 +75,26 @@ namespace OpenSim.Region.OptionalModules.World.NPC
// We are close enough to the target
m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
if (presence.PhysicsActor.Flying)
{
Vector3 targetPos = presence.MoveToPositionTarget;
float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
if (targetPos.Z - terrainHeight < 0.2)
{
presence.PhysicsActor.Flying = false;
}
}
presence.Velocity = Vector3.Zero;
presence.AbsolutePosition = presence.MoveToPositionTarget;
presence.ResetMoveToTarget();
if (presence.PhysicsActor.Flying)
{
for (int i = 0; i < 5; i++)
presence.PhysicsActor.IsColliding = true;
// Vector3 targetPos = presence.MoveToPositionTarget;
if (m_avatars[presence.UUID].LandAtTarget)
presence.PhysicsActor.Flying = false;
// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
// if (targetPos.Z - terrainHeight < 0.2)
// {
// presence.PhysicsActor.Flying = false;
// }
}
// FIXME: This doesn't work
if (presence.PhysicsActor.Flying)
presence.Animator.TrySetMovementAnimation("HOVER");
@ -217,7 +223,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
return npcAvatar.AgentId;
}
public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly)
public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget)
{
lock (m_avatars)
{
@ -227,8 +233,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
scene.TryGetScenePresence(agentID, out sp);
m_log.DebugFormat(
"[NPC MODULE]: Moving {0} to {1} in {2}", sp.Name, pos, scene.RegionInfo.RegionName);
"[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
m_avatars[agentID].LandAtTarget = landAtTarget;
sp.MoveToTarget(pos, noFly);
return true;
@ -263,6 +271,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
scene.TryGetScenePresence(agentID, out sp);
m_avatars[agentID].Say(text);
return true;

View File

@ -113,7 +113,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
Vector3 targetPos = startPos + new Vector3(0, 0, 10);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
@ -135,7 +135,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
// Try a second movement
startPos = npc.AbsolutePosition;
targetPos = startPos + new Vector3(10, 0, 0);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
scene.Update();

View File

@ -305,10 +305,12 @@ namespace OpenSim.Region.Physics.OdePlugin
{
m_iscolliding = true;
}
if (m_wascolliding != m_iscolliding)
{
//base.SendCollisionUpdate(new CollisionEventUpdate());
}
m_wascolliding = m_iscolliding;
}
}

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@ -2209,11 +2209,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (module != null)
{
Vector3 pos = new Vector3((float) position.x, (float) position.y, (float) position.z);
module.MoveToTarget(new UUID(npc.m_string), World, pos, false);
module.MoveToTarget(new UUID(npc.m_string), World, pos, false, true);
}
}
public void osNpcMoveToTarget(LSL_Key npc, LSL_Vector position, int noFly)
public void osNpcMoveToTarget(LSL_Key npc, LSL_Vector position, int moveParams)
{
CheckThreatLevel(ThreatLevel.High, "osNpcMoveToTarget");
@ -2221,7 +2221,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (module != null)
{
Vector3 pos = new Vector3((float)position.x, (float)position.y, (float)position.z);
module.MoveToTarget(new UUID(npc.m_string), World, pos, noFly != 0);
module.MoveToTarget(
new UUID(npc.m_string),
World,
pos,
(moveParams & ScriptBaseClass.OS_NPC_NO_FLY) != 0,
(moveParams & ScriptBaseClass.OS_NPC_LAND_AT_TARGET) != 0);
}
}

View File

@ -594,6 +594,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
// Constants for osNpc* functions
public const int OS_NPC_FLY = 0;
public const int OS_NPC_NO_FLY = 1;
public const int OS_NPC_LAND_AT_TARGET = 2;
public const string URL_REQUEST_GRANTED = "URL_REQUEST_GRANTED";
public const string URL_REQUEST_DENIED = "URL_REQUEST_DENIED";