refactor: rename the move to position methods to move to target to be consistent with terminology used by scene object part and elsewhere

bulletsim
Justin Clark-Casey (justincc) 2011-08-03 22:34:05 +01:00
parent 2964467708
commit a333c60f28
4 changed files with 16 additions and 40 deletions

View File

@ -169,7 +169,7 @@ namespace OpenSim.ApplicationPlugins.Rest.Inventory.Tests
float y = Convert.ToSingle(rdata.Parameters[PARM_MOVE_Y]);
float z = Convert.ToSingle(rdata.Parameters[PARM_MOVE_Z]);
Vector3 vector = new Vector3(x, y, z);
presence.DoMoveToPosition(vector);
presence.MoveToTarget(vector);
}
catch (Exception e)
{

View File

@ -1650,7 +1650,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
if (avatar != null)
{
avatar.DoMoveToPosition(target);
avatar.MoveToTarget(target);
}
}
else

View File

@ -780,7 +780,7 @@ namespace OpenSim.Region.Framework.Scenes
m_controllingClient.OnStartAnim += HandleStartAnim;
m_controllingClient.OnStopAnim += HandleStopAnim;
m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls;
m_controllingClient.OnAutoPilotGo += DoMoveToPosition;
m_controllingClient.OnAutoPilotGo += MoveToTarget;
// ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
// ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@ -1484,7 +1484,7 @@ namespace OpenSim.Region.Framework.Scenes
i++;
}
if (DoMoveToPositionUpdate(ref agent_control_v3, bodyRotation, bResetMoveToPosition, bAllowUpdateMoveToPosition))
if (HandleMoveToPositionUpdate(ref agent_control_v3, bodyRotation, bResetMoveToPosition, bAllowUpdateMoveToPosition))
update_movementflag = true;
}
@ -1547,7 +1547,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param value="reset">If true, clear the move to position</param>
/// <param value="allowUpdate">If true, allow the update in principle.</param>
/// <returns>True if movement has been updated in some way. False otherwise.</returns>
public bool DoMoveToPositionUpdate(
public bool HandleMoveToPositionUpdate(
ref Vector3 agent_control_v3, Quaternion bodyRotation, bool reset, bool allowUpdate)
{
// m_log.DebugFormat("[SCENE PRESENCE]: Called DoMoveToPositionUpdate() for {0}", Name);
@ -1557,7 +1557,7 @@ namespace OpenSim.Region.Framework.Scenes
//Paupaw:Do Proper PID for Autopilot here
if (reset)
{
ResetMoveToPosition();
ResetMoveToTarget();
updated = true;
}
@ -1646,6 +1646,8 @@ namespace OpenSim.Region.Framework.Scenes
if (LocalVectorToTarget3D.Z > 0) //Up
{
// Don't set these flags for up or down - doing so will make the avatar crouch or
// keep trying to jump even if walking along level ground
//m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
//AgentControlFlags
//AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
@ -1671,37 +1673,11 @@ namespace OpenSim.Region.Framework.Scenes
return updated;
}
// public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client)
// {
// m_autopilotMoving = true;
// m_autoPilotTarget = Pos;
// m_sitAtAutoTarget = false;
// PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
// //proxy.PCode = (byte)PCode.ParticleSystem;
//
// proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
// proxyObjectGroup.AttachToScene(m_scene);
//
// // Commented out this code since it could never have executed, but might still be informative.
//// if (proxyObjectGroup != null)
//// {
// proxyObjectGroup.SendGroupFullUpdate();
// remote_client.SendSitResponse(proxyObjectGroup.UUID, Vector3.Zero, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false);
// m_scene.DeleteSceneObject(proxyObjectGroup, false);
//// }
//// else
//// {
//// m_autopilotMoving = false;
//// m_autoPilotTarget = Vector3.Zero;
//// ControllingClient.SendAlertMessage("Autopilot cancelled");
//// }
// }
/// <summary>
/// Move this presence to the given position over time.
/// Move to the given target over time.
/// </summary>
/// <param name="pos"></param>
public void DoMoveToPosition(Vector3 pos)
public void MoveToTarget(Vector3 pos)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
@ -1726,14 +1702,14 @@ namespace OpenSim.Region.Framework.Scenes
MoveToPositionTarget = pos;
Vector3 agent_control_v3 = new Vector3();
DoMoveToPositionUpdate(ref agent_control_v3, Rotation, false, true);
HandleMoveToPositionUpdate(ref agent_control_v3, Rotation, false, true);
AddNewMovement(agent_control_v3, Rotation);
}
/// <summary>
/// Reset the move to position.
/// Reset the move to target.
/// </summary>
public void ResetMoveToPosition()
public void ResetMoveToTarget()
{
MoveToPositionTarget = Vector3.Zero;
m_moveToPositionInProgress = false;

View File

@ -74,7 +74,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{
// m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0} {1}", presence.Name, presence.UUID);
// We are close enough to the target for now
presence.ResetMoveToPosition();
presence.ResetMoveToTarget();
presence.Velocity = Vector3.Zero;
// FIXME: This doesn't work
@ -86,7 +86,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
else
{
Vector3 agent_control_v3 = new Vector3();
presence.DoMoveToPositionUpdate(ref agent_control_v3, presence.Rotation, false, true);
presence.HandleMoveToPositionUpdate(ref agent_control_v3, presence.Rotation, false, true);
presence.AddNewMovement(agent_control_v3, presence.Rotation);
}
//
@ -189,7 +189,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
m_log.DebugFormat(
"[NPC MODULE]: Moving {0} to {1} in {2}", sp.Name, pos, scene.RegionInfo.RegionName);
sp.DoMoveToPosition(pos);
sp.MoveToTarget(pos);
}
}
}