Reinstate option to land an npc when it reaches a target.

This is moved into ScenePresence for now as a general facility
remove-scene-viewer
Justin Clark-Casey (justincc) 2011-09-22 00:16:05 +01:00
parent 241e07d006
commit d358125cac
12 changed files with 28 additions and 90 deletions

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@ -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.MoveToTarget(vector, false);
presence.MoveToTarget(vector, false, false);
}
catch (Exception e)
{

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@ -935,7 +935,7 @@ namespace OpenSim.Framework
event ScriptReset OnScriptReset;
event GetScriptRunning OnGetScriptRunning;
event SetScriptRunning OnSetScriptRunning;
event Action<Vector3, bool> OnAutoPilotGo;
event Action<Vector3, bool, bool> OnAutoPilotGo;
event TerrainUnacked OnUnackedTerrain;
event ActivateGesture OnActivateGesture;

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@ -231,7 +231,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public event ScriptReset OnScriptReset;
public event GetScriptRunning OnGetScriptRunning;
public event SetScriptRunning OnSetScriptRunning;
public event Action<Vector3, bool> OnAutoPilotGo;
public event Action<Vector3, bool, bool> OnAutoPilotGo;
public event TerrainUnacked OnUnackedTerrain;
public event ActivateGesture OnActivateGesture;
public event DeactivateGesture OnDeactivateGesture;
@ -11640,9 +11640,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
locy = Convert.ToSingle(args[1]) - (float)regionY;
locz = Convert.ToSingle(args[2]);
Action<Vector3, bool> handlerAutoPilotGo = OnAutoPilotGo;
Action<Vector3, bool, bool> handlerAutoPilotGo = OnAutoPilotGo;
if (handlerAutoPilotGo != null)
handlerAutoPilotGo(new Vector3(locx, locy, locz), false);
handlerAutoPilotGo(new Vector3(locx, locy, locz), false, false);
}
/// <summary>

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@ -222,7 +222,7 @@ namespace OpenSim.Region.Examples.SimpleModule
public event ScriptReset OnScriptReset;
public event GetScriptRunning OnGetScriptRunning;
public event SetScriptRunning OnSetScriptRunning;
public event Action<Vector3, bool> OnAutoPilotGo;
public event Action<Vector3, bool, bool> OnAutoPilotGo;
public event TerrainUnacked OnUnackedTerrain;

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@ -5178,10 +5178,10 @@ namespace OpenSim.Region.Framework.Scenes
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;
if (presence.LandAtTarget)
presence.PhysicsActor.Flying = false;
// Vector3 targetPos = presence.MoveToPositionTarget;
// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
// if (targetPos.Z - terrainHeight < 0.2)
// {

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@ -1599,7 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
if (avatar != null)
{
avatar.MoveToTarget(target, false);
avatar.MoveToTarget(target, false, false);
}
}
else

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@ -220,6 +220,11 @@ namespace OpenSim.Region.Framework.Scenes
public bool MovingToTarget { get; private set; }
public Vector3 MoveToPositionTarget { get; private set; }
/// <summary>
/// Controls whether an avatar automatically moving to a target will land when it gets there (if flying).
/// </summary>
public bool LandAtTarget { get; private set; }
private bool m_followCamAuto;
private int m_movementUpdateCount;
@ -1681,7 +1686,10 @@ namespace OpenSim.Region.Framework.Scenes
/// This is to allow movement to targets that are known to be on an elevated platform with a continuous path
/// from start to finish.
/// </param>
public void MoveToTarget(Vector3 pos, bool noFly)
/// <param name="landAtTarget">
/// If true and the avatar starts flying during the move then land at the target.
/// </param>
public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget)
{
m_log.DebugFormat(
"[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
@ -1720,6 +1728,7 @@ namespace OpenSim.Region.Framework.Scenes
else if (pos.Z > terrainHeight)
PhysicsActor.Flying = true;
LandAtTarget = landAtTarget;
MovingToTarget = true;
MoveToPositionTarget = pos;

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@ -85,7 +85,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
sp.MoveToTarget(targetPos, false);
sp.MoveToTarget(targetPos, false, false);
Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
Assert.That(
@ -110,7 +110,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// Try a second movement
startPos = sp.AbsolutePosition;
targetPos = startPos + new Vector3(10, 0, 0);
sp.MoveToTarget(targetPos, false);
sp.MoveToTarget(targetPos, false, false);
Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
Assert.That(

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@ -806,7 +806,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
public event ScriptReset OnScriptReset;
public event GetScriptRunning OnGetScriptRunning;
public event SetScriptRunning OnSetScriptRunning;
public event Action<Vector3, bool> OnAutoPilotGo;
public event Action<Vector3, bool, bool> OnAutoPilotGo;
public event TerrainUnacked OnUnackedTerrain;
public event ActivateGesture OnActivateGesture;
public event DeactivateGesture OnDeactivateGesture;

View File

@ -37,11 +37,6 @@ 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;
@ -333,7 +328,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
public event ScriptReset OnScriptReset;
public event GetScriptRunning OnGetScriptRunning;
public event SetScriptRunning OnSetScriptRunning;
public event Action<Vector3, bool> OnAutoPilotGo;
public event Action<Vector3, bool, bool> OnAutoPilotGo;
public event TerrainUnacked OnUnackedTerrain;

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@ -53,78 +53,13 @@ namespace OpenSim.Region.OptionalModules.World.NPC
if (config != null && config.GetBoolean("Enabled", false))
{
scene.RegisterModuleInterface<INPCModule>(this);
// scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
}
}
public void HandleOnSignificantClientMovement(ScenePresence presence)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(presence.UUID) && presence.MovingToTarget)
{
double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
// m_log.DebugFormat(
// "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}",
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
// Check the error term of the current position in relation to the target position
if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
{
// We are close enough to the target
m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
presence.Velocity = Vector3.Zero;
presence.AbsolutePosition = presence.MoveToPositionTarget;
presence.ResetMoveToTarget();
if (presence.PhysicsActor.Flying)
{
// A horrible hack to stop the NPC dead in its tracks rather than having them overshoot
// the target if flying.
// We really need to be more subtle (slow the avatar as it approaches the target) or at
// least be able to set collision status once, rather than 5 times to give it enough
// weighting so that that PhysicsActor thinks it really is colliding.
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;
// }
}
// m_log.DebugFormat(
// "[NPC MODULE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
}
else
{
// m_log.DebugFormat(
// "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}",
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
Vector3 agent_control_v3 = new Vector3();
presence.HandleMoveToTargetUpdate(ref agent_control_v3);
presence.AddNewMovement(agent_control_v3);
}
//
//// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null);
//
//
}
}
}
public bool IsNPC(UUID agentId, Scene scene)
{
// FIXME: This implementation could not just use the ScenePresence.PresenceType (and callers could inspect
// that directly).
ScenePresence sp = scene.GetScenePresence(agentId);
if (sp == null || sp.IsChildAgent)
return false;
@ -218,8 +153,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
"[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);
sp.MoveToTarget(pos, noFly, landAtTarget);
return true;
}

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@ -234,7 +234,7 @@ namespace OpenSim.Tests.Common.Mock
public event ScriptReset OnScriptReset;
public event GetScriptRunning OnGetScriptRunning;
public event SetScriptRunning OnSetScriptRunning;
public event Action<Vector3, bool> OnAutoPilotGo;
public event Action<Vector3, bool, bool> OnAutoPilotGo;
public event TerrainUnacked OnUnackedTerrain;