mirror of
https://github.com/opensim/opensim.git
synced 2026-08-04 08:06:27 +08:00
Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()
Default for this function is now not to automatically land. This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground. Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot. A better approach would be to gradually slow the avatar as we near the target
This commit is contained in:
@@ -75,20 +75,26 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
||||
// We are close enough to the target
|
||||
m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
|
||||
|
||||
if (presence.PhysicsActor.Flying)
|
||||
{
|
||||
Vector3 targetPos = presence.MoveToPositionTarget;
|
||||
float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
|
||||
if (targetPos.Z - terrainHeight < 0.2)
|
||||
{
|
||||
presence.PhysicsActor.Flying = false;
|
||||
}
|
||||
}
|
||||
|
||||
presence.Velocity = Vector3.Zero;
|
||||
presence.AbsolutePosition = presence.MoveToPositionTarget;
|
||||
presence.ResetMoveToTarget();
|
||||
|
||||
if (presence.PhysicsActor.Flying)
|
||||
{
|
||||
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;
|
||||
// }
|
||||
}
|
||||
|
||||
// FIXME: This doesn't work
|
||||
if (presence.PhysicsActor.Flying)
|
||||
presence.Animator.TrySetMovementAnimation("HOVER");
|
||||
@@ -217,7 +223,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
||||
return npcAvatar.AgentId;
|
||||
}
|
||||
|
||||
public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly)
|
||||
public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget)
|
||||
{
|
||||
lock (m_avatars)
|
||||
{
|
||||
@@ -227,8 +233,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
||||
scene.TryGetScenePresence(agentID, out sp);
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[NPC MODULE]: Moving {0} to {1} in {2}", sp.Name, pos, scene.RegionInfo.RegionName);
|
||||
"[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);
|
||||
|
||||
return true;
|
||||
@@ -263,6 +271,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
||||
{
|
||||
if (m_avatars.ContainsKey(agentID))
|
||||
{
|
||||
ScenePresence sp;
|
||||
scene.TryGetScenePresence(agentID, out sp);
|
||||
|
||||
m_avatars[agentID].Say(text);
|
||||
|
||||
return true;
|
||||
|
||||
Reference in New Issue
Block a user