mirror of
https://github.com/opensim/opensim.git
synced 2026-08-08 02:05:34 +08:00
Thank you kindly, Nlin for a patch that:
Adds a new method to IClientAPI to allow adding message handlers for GenericMessages (of which "autopilot" is one). Part 2 adds a specific autopilot handler in ScenePresence.cs. 2) Removing unused variables and functions. 3) Simplifying the navigation logic in ScenePresence.cs. The original patch was somewhat complex because it included orientation logic for a future enhancement of orienting the avatar to point towards the direction being walked. Currently this isn't working, though, so I removed the orientation code, which leaves just the smaller and hopefully simpler-to-understand movement code.
This commit is contained in:
@@ -991,5 +991,15 @@ namespace OpenSim.Region.Environment.Modules.World.NPC
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public void SendTerminateFriend(UUID exFriendID)
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{
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}
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#region IClientAPI Members
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public bool AddGenericPacketHandler(string MethodName, GenericMessage handler)
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{
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throw new NotImplementedException();
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}
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#endregion
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}
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}
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@@ -175,6 +175,12 @@ namespace OpenSim.Region.Environment.Scenes
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private string m_nextSitAnimation = String.Empty;
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//PauPaw:Proper PID Controler for autopilot************
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private bool m_moveToPositionInProgress = false;
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private Vector3 m_moveToPositionTarget = Vector3.Zero;
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private int m_moveToPositionStateStatus = 0;
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//*****************************************************
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// Agent's Draw distance.
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protected float m_DrawDistance = 0f;
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@@ -550,6 +556,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_controllingClient.OnStopAnim += HandleStopAnim;
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m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls;
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m_controllingClient.OnAutoPilotGo += DoAutoPilot;
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m_controllingClient.AddGenericPacketHandler("autopilot", DoMoveToPosition);
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// ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
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// ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
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@@ -1063,10 +1070,13 @@ namespace OpenSim.Region.Environment.Scenes
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if (m_parentID == 0)
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{
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bool bAllowUpdateMoveToPosition = false;
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bool bResetMoveToPosition = false;
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foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof (Dir_ControlFlags)))
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{
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if ((flags & (uint) DCF) != 0)
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{
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bResetMoveToPosition = true;
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DCFlagKeyPressed = true;
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try
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{
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@@ -1090,9 +1100,100 @@ namespace OpenSim.Region.Environment.Scenes
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m_movementflag -= (byte) (uint) DCF;
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update_movementflag = true;
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}
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else
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{
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bAllowUpdateMoveToPosition = true;
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}
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}
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i++;
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}
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//Paupaw:Do Proper PID for Autopilot here
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if (bResetMoveToPosition)
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{
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m_moveToPositionTarget = Vector3.Zero;
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m_moveToPositionInProgress = false;
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update_movementflag = true;
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bAllowUpdateMoveToPosition = false;
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}
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if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving))
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{
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//Check the error term of the current position in relation to the target position
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if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 1.5)
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{
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// we are close enough to the target
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m_moveToPositionTarget = Vector3.Zero;
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m_moveToPositionInProgress = false;
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update_movementflag = true;
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}
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else
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{
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try
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{
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// move avatar in 2D at one meter/second towards target, in avatar coordinate frame.
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// This movement vector gets added to the velocity through AddNewMovement().
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// Theoretically we might need a more complex PID approach here if other
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// unknown forces are acting on the avatar and we need to adaptively respond
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// to such forces, but the following simple approach seems to works fine.
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Vector3 LocalVectorToTarget3D =
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(m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
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* Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords
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// Ignore z component of vector
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Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
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LocalVectorToTarget2D.Normalize();
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agent_control_v3 += LocalVectorToTarget2D;
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// update avatar movement flags. the avatar coordinate system is as follows:
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//
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// +X (forward)
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//
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// ^
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// |
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// |
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// |
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// |
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// (left) +Y <--------o--------> -Y
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// avatar
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// |
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// |
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// |
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// |
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// v
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// -X
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//
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// based on the above avatar coordinate system, classify the movement into
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// one of left/right/back/forward.
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if (LocalVectorToTarget2D.Y > 0)//MoveLeft
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{
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m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
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update_movementflag = true;
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}
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else if (LocalVectorToTarget2D.Y < 0) //MoveRight
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{
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m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
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update_movementflag = true;
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}
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if (LocalVectorToTarget2D.X < 0) //MoveBack
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{
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m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
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update_movementflag = true;
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}
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else if (LocalVectorToTarget2D.X > 0) //Move Forward
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{
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m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
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update_movementflag = true;
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}
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}
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catch (Exception)
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{
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//Avoid system crash, can be slower but...
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}
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}
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}
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}
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// Cause the avatar to stop flying if it's colliding
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@@ -1158,6 +1259,37 @@ namespace OpenSim.Region.Environment.Scenes
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// }
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}
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public void DoMoveToPosition(Object sender, string method, List<String> args)
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{
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try
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{
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float locx = 0f;
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float locy = 0f;
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float locz = 0f;
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uint regionX = 0;
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uint regionY = 0;
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try
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{
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Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY);
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locx = Convert.ToSingle(args[0]) - (float)regionX;
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locy = Convert.ToSingle(args[1]) - (float)regionY;
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locz = Convert.ToSingle(args[2]);
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}
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catch (InvalidCastException)
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{
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m_log.Error("[CLIENT]: Invalid autopilot request");
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return;
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}
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m_moveToPositionInProgress = true;
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m_moveToPositionTarget = new Vector3(locx, locy, locz);
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}
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catch (Exception ex)
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{
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//Why did I get this error?
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System.Diagnostics.Debug.WriteLine(ex.ToString());
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}
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}
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private void CheckAtSitTarget()
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{
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//m_log.Debug("[AUTOPILOT]: " + Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget).ToString());
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@@ -939,5 +939,11 @@ namespace OpenSim.Region.Environment.Scenes.Tests
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public void SendTerminateFriend(UUID exFriendID)
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{
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}
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public bool AddGenericPacketHandler(string MethodName, GenericMessage handler)
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{
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throw new NotImplementedException();
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}
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}
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}
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