refactor: move out code from HandleAgentUpdate() which processes updates to move to a set position

Also comment out the really spammy log message I accidentally left in on the last commit.
bulletsim
Justin Clark-Casey (justincc) 2011-08-03 00:46:46 +01:00
parent 74b23210a7
commit f9689f5cc9
1 changed files with 116 additions and 98 deletions

View File

@ -1483,105 +1483,8 @@ namespace OpenSim.Region.Framework.Scenes
i++; i++;
} }
//Paupaw:Do Proper PID for Autopilot here if (DoMoveToPositionUpdate(ref agent_control_v3, bodyRotation, bResetMoveToPosition, bAllowUpdateMoveToPosition))
if (bResetMoveToPosition)
{
m_moveToPositionTarget = Vector3.Zero;
m_moveToPositionInProgress = false;
update_movementflag = true; update_movementflag = true;
bAllowUpdateMoveToPosition = false;
}
m_log.DebugFormat(
"[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
bAllowUpdateMoveToPosition, m_moveToPositionInProgress, m_autopilotMoving);
if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving))
{
double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget);
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
// Name, AbsolutePosition, m_moveToPositionTarget, distanceToTarget);
// Check the error term of the current position in relation to the target position
if (distanceToTarget <= 1)
{
// We are close enough to the target
m_moveToPositionTarget = Vector3.Zero;
m_moveToPositionInProgress = false;
update_movementflag = true;
}
else
{
try
{
// move avatar in 2D at one meter/second towards target, in avatar coordinate frame.
// This movement vector gets added to the velocity through AddNewMovement().
// Theoretically we might need a more complex PID approach here if other
// unknown forces are acting on the avatar and we need to adaptively respond
// to such forces, but the following simple approach seems to works fine.
Vector3 LocalVectorToTarget3D =
(m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
* Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords
// Ignore z component of vector
Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
LocalVectorToTarget2D.Normalize();
agent_control_v3 += LocalVectorToTarget2D;
// update avatar movement flags. the avatar coordinate system is as follows:
//
// +X (forward)
//
// ^
// |
// |
// |
// |
// (left) +Y <--------o--------> -Y
// avatar
// |
// |
// |
// |
// v
// -X
//
// based on the above avatar coordinate system, classify the movement into
// one of left/right/back/forward.
if (LocalVectorToTarget2D.Y > 0)//MoveLeft
{
m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
//AgentControlFlags
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
update_movementflag = true;
}
else if (LocalVectorToTarget2D.Y < 0) //MoveRight
{
m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
update_movementflag = true;
}
if (LocalVectorToTarget2D.X < 0) //MoveBack
{
m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
update_movementflag = true;
}
else if (LocalVectorToTarget2D.X > 0) //Move Forward
{
m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
update_movementflag = true;
}
}
catch (Exception e)
{
//Avoid system crash, can be slower but...
m_log.DebugFormat("Crash! {0}", e.ToString());
}
}
}
} }
// Cause the avatar to stop flying if it's colliding // Cause the avatar to stop flying if it's colliding
@ -1628,6 +1531,121 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
} }
/// <summary>
/// Process moving the avatar if a position has been set.
/// </summary>
/// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param>
/// <param value="bodyRotation">New body rotation of the avatar.</param>
/// <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>
protected bool DoMoveToPositionUpdate(
ref Vector3 agent_control_v3, Quaternion bodyRotation, bool reset, bool allowUpdate)
{
bool updated = false;
//Paupaw:Do Proper PID for Autopilot here
if (reset)
{
m_moveToPositionTarget = Vector3.Zero;
m_moveToPositionInProgress = false;
updated = true;
}
m_log.DebugFormat(
"[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
if (allowUpdate && (m_moveToPositionInProgress && !m_autopilotMoving))
{
double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget);
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
// Name, AbsolutePosition, m_moveToPositionTarget, distanceToTarget);
// Check the error term of the current position in relation to the target position
if (distanceToTarget <= 1)
{
// We are close enough to the target
m_moveToPositionTarget = Vector3.Zero;
m_moveToPositionInProgress = false;
updated = true;
}
else
{
try
{
// move avatar in 2D at one meter/second towards target, in avatar coordinate frame.
// This movement vector gets added to the velocity through AddNewMovement().
// Theoretically we might need a more complex PID approach here if other
// unknown forces are acting on the avatar and we need to adaptively respond
// to such forces, but the following simple approach seems to works fine.
Vector3 LocalVectorToTarget3D =
(m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
* Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords
// Ignore z component of vector
Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
LocalVectorToTarget2D.Normalize();
agent_control_v3 += LocalVectorToTarget2D;
// update avatar movement flags. the avatar coordinate system is as follows:
//
// +X (forward)
//
// ^
// |
// |
// |
// |
// (left) +Y <--------o--------> -Y
// avatar
// |
// |
// |
// |
// v
// -X
//
// based on the above avatar coordinate system, classify the movement into
// one of left/right/back/forward.
if (LocalVectorToTarget2D.Y > 0)//MoveLeft
{
m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
//AgentControlFlags
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
updated = true;
}
else if (LocalVectorToTarget2D.Y < 0) //MoveRight
{
m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
updated = true;
}
if (LocalVectorToTarget2D.X < 0) //MoveBack
{
m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
updated = true;
}
else if (LocalVectorToTarget2D.X > 0) //Move Forward
{
m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
updated = true;
}
}
catch (Exception e)
{
//Avoid system crash, can be slower but...
m_log.DebugFormat("Crash! {0}", e.ToString());
}
}
}
return updated;
}
// public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client) // public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client)
// { // {
// m_autopilotMoving = true; // m_autopilotMoving = true;