When calling osNpcMoveTo(), rotate the avatar in the direction of travel.

This stops the npc walking backwards if the target is directly behind.
This means that the npc no longer returns to its original rotation once movement has finished.
If you want this behaviour, please store and reset the original rotation after movement.
This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678
This commit is contained in:
Justin Clark-Casey (justincc)
2011-09-21 19:28:41 +01:00
parent aadf7dd91c
commit 8159fd7110
3 changed files with 115 additions and 6 deletions

View File

@@ -182,18 +182,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
scene.Update();
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
Vector3 targetPos = startPos + new Vector3(0, 0, 10);
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
//Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f)));
Assert.That(
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
scene.Update();
// We should really check the exact figure.
Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
Assert.That(npc.AbsolutePosition.Z, Is.GreaterThan(startPos.Z));
Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.Z));
Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
for (int i = 0; i < 10; i++)
scene.Update();
@@ -208,6 +211,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
targetPos = startPos + new Vector3(10, 0, 0);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
// Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1)));
Assert.That(
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
scene.Update();
// We should really check the exact figure.