diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 9358a4aba1..cd3cb60ddd 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -585,7 +585,11 @@ namespace OpenSim.Region.Framework.Scenes
public Quaternion Rotation
{
get { return m_bodyRot; }
- set { m_bodyRot = value; }
+ set
+ {
+ m_bodyRot = value;
+ m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
+ }
}
public Quaternion PreviousRotation
@@ -1711,7 +1715,7 @@ namespace OpenSim.Region.Framework.Scenes
// Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
// always slightly higher than the actual terrain height.
- // FIXME: This constrains NOC movements as well, so should be somewhere else.
+ // FIXME: This constrains NPC movements as well, so should be somewhere else.
if (pos.Z - terrainHeight < 0.2)
pos.Z = terrainHeight;
@@ -1727,6 +1731,21 @@ namespace OpenSim.Region.Framework.Scenes
MovingToTarget = true;
MoveToPositionTarget = pos;
+ // Rotate presence around the z-axis to point in same direction as movement.
+ // Ignore z component of vector
+ Vector3 localVectorToTarget3D = pos - AbsolutePosition;
+ Vector3 localVectorToTarget2D = new Vector3((float)(localVectorToTarget3D.X), (float)(localVectorToTarget3D.Y), 0f);
+
+// m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0}", localVectorToTarget2D);
+
+ // Calculate the yaw.
+ Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget2D.Y, localVectorToTarget2D.X)));
+
+// m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle);
+
+ Rotation = Quaternion.CreateFromEulers(angle);
+// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
+
Vector3 agent_control_v3 = new Vector3();
HandleMoveToTargetUpdate(ref agent_control_v3);
AddNewMovement(agent_control_v3);
diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
index 246bc34219..1a0d0c742d 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
@@ -182,18 +182,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
scene.Update();
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
- Vector3 targetPos = startPos + new Vector3(0, 0, 10);
+ Vector3 targetPos = startPos + new Vector3(0, 10, 0);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
+ //Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f)));
+ Assert.That(
+ npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
scene.Update();
// We should really check the exact figure.
Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
- Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
- Assert.That(npc.AbsolutePosition.Z, Is.GreaterThan(startPos.Z));
- Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.Z));
+ Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
+ Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
+ Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
for (int i = 0; i < 10; i++)
scene.Update();
@@ -208,6 +211,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
targetPos = startPos + new Vector3(10, 0, 0);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
+ Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
+// Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1)));
+ Assert.That(
+ npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
+
scene.Update();
// We should really check the exact figure.
diff --git a/OpenSim/Tests/Common/QuaternionToleranceConstraint.cs b/OpenSim/Tests/Common/QuaternionToleranceConstraint.cs
new file mode 100644
index 0000000000..b38c382f53
--- /dev/null
+++ b/OpenSim/Tests/Common/QuaternionToleranceConstraint.cs
@@ -0,0 +1,82 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using OpenMetaverse;
+using NUnit.Framework;
+using NUnit.Framework.Constraints;
+
+namespace OpenSim.Tests.Common
+{
+ public class QuaternionToleranceConstraint : ANumericalToleranceConstraint
+ {
+ private Quaternion _baseValue;
+ private Quaternion _valueToBeTested;
+
+ public QuaternionToleranceConstraint(Quaternion baseValue, double tolerance) : base(tolerance)
+ {
+ _baseValue = baseValue;
+ }
+
+ ///
+ /// Test whether the constraint is satisfied by a given value
+ ///
+ /// The value to be tested
+ ///
+ /// True for success, false for failure
+ ///
+ public override bool Matches(object valueToBeTested)
+ {
+ if (valueToBeTested == null)
+ {
+ throw new ArgumentException("Constraint cannot be used upon null values.");
+ }
+ if (valueToBeTested.GetType() != typeof (Quaternion))
+ {
+ throw new ArgumentException("Constraint cannot be used upon non quaternion values.");
+ }
+
+ _valueToBeTested = (Quaternion)valueToBeTested;
+
+ return (IsWithinDoubleConstraint(_valueToBeTested.X, _baseValue.X) &&
+ IsWithinDoubleConstraint(_valueToBeTested.Y, _baseValue.Y) &&
+ IsWithinDoubleConstraint(_valueToBeTested.Z, _baseValue.Z) &&
+ IsWithinDoubleConstraint(_valueToBeTested.W, _baseValue.W));
+ }
+
+ public override void WriteDescriptionTo(MessageWriter writer)
+ {
+ writer.WriteExpectedValue(
+ string.Format("A value {0} within tolerance of plus or minus {1}", _baseValue, _tolerance));
+ }
+
+ public override void WriteActualValueTo(MessageWriter writer)
+ {
+ writer.WriteActualValue(_valueToBeTested);
+ }
+ }
+}
\ No newline at end of file