Rename HandleMoveToPositionUpdate() to HandleMoveToTargetUpdate() for consistency. Improve method doc.
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0299cb060e
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a2f5b4ac9a
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@ -1485,7 +1485,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// If the user has pressed a key then we want to cancel any move to target.
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// If the user has pressed a key then we want to cancel any move to target.
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if (HandleMoveToPositionUpdate(
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if (HandleMoveToTargetUpdate(
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ref agent_control_v3, bodyRotation, DCFlagKeyPressed, bAllowUpdateMoveToPosition))
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ref agent_control_v3, bodyRotation, DCFlagKeyPressed, bAllowUpdateMoveToPosition))
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update_movementflag = true;
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update_movementflag = true;
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}
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}
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@ -1539,20 +1539,20 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// <summary>
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/// Process move to update for an avatar.
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/// Calculate an update to move the presence to the set target.
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/// </summary>
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/// </summary>
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/// <remarks>
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/// <remarks>
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/// This doesn't actually perform the movement. Instead, it adds its vector to agent_control_v3
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/// This doesn't actually perform the movement. Instead, it adds its vector to agent_control_v3.
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/// </remarks>
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/// </remarks>
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/// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param>
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/// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param>
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/// <param value="bodyRotation">New body rotation of the avatar.</param>
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/// <param value="bodyRotation">New body rotation of the avatar.</param>
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/// <param value="reset">If true, clear the move to position</param>
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/// <param value="reset">If true, clear the move to position</param>
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/// <param value="allowUpdate">If true, allow the update in principle.</param>
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/// <param value="allowUpdate">If true, allow the update in principle.</param>
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/// <returns>True if movement has been updated in some way. False otherwise.</returns>
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/// <returns>True if movement has been updated in some way. False otherwise.</returns>
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public bool HandleMoveToPositionUpdate(
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public bool HandleMoveToTargetUpdate(
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ref Vector3 agent_control_v3, Quaternion bodyRotation, bool reset, bool allowUpdate)
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ref Vector3 agent_control_v3, Quaternion bodyRotation, bool reset, bool allowUpdate)
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{
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Called DoMoveToPositionUpdate() for {0}", Name);
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// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
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bool updated = false;
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bool updated = false;
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@ -1711,7 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
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MoveToPositionTarget = pos;
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MoveToPositionTarget = pos;
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Vector3 agent_control_v3 = new Vector3();
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Vector3 agent_control_v3 = new Vector3();
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HandleMoveToPositionUpdate(ref agent_control_v3, Rotation, false, true);
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HandleMoveToTargetUpdate(ref agent_control_v3, Rotation, false, true);
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AddNewMovement(agent_control_v3, Rotation);
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AddNewMovement(agent_control_v3, Rotation);
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}
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}
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@ -86,7 +86,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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else
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else
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{
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{
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Vector3 agent_control_v3 = new Vector3();
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Vector3 agent_control_v3 = new Vector3();
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presence.HandleMoveToPositionUpdate(ref agent_control_v3, presence.Rotation, false, true);
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presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation, false, true);
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presence.AddNewMovement(agent_control_v3, presence.Rotation);
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presence.AddNewMovement(agent_control_v3, presence.Rotation);
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}
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}
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//
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//
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